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Topic Subject: Technology-Editing Notes
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posted 09-03-05 02:19 PM CT (US)   

Part 1: Research
  1. Structure of Research
  2. Required Technology
  3. Cost
  4. Civilization
  5. Research Location
  6. Description
  7. Help Message
  8. Research Time
  9. Effect Slot ID
  10. Icon ID
  11. Button Slot
  12. Technology Name
Part 2 Techage(Unfinished)
  1. Upgrading Effect
  2. Enhancing Effect A - Round Number
  3. Enhancing Effect B - Percentage
  4. Enabling Effect
  5. Technology Tree Effect A - Researching(In construction)
  6. Technology Tree Effect B - Disabling(In construction)
  7. Technology Tree Effect C - Cost Changing(In construction)
  8. Civilization Bonus
Part 3 Default Setting(Unfinished)
  1. Technology ID List
  2. Effect Slot (CHUN4) ID List
Part 4 Reference


____________________________________________________________

PART 1: RESEARCH

____________________________________________________________

1. Structure of Research:

The structure of every technology's research part is quite similar, if not the same. I will take Loom as an example:

RT1-RT2-RT3-RT4-RT5-RT6-COST1-----COST2-----COST3-----RTU-
CIV/UNI-RL--DES-HLP-TIM-EFF-----ICO-SLO

6800FFFFFFFFFFFFFFFFFFFF0300320001FFFF000000FFFF0000000100
FFFF00006D006E1B561F1900160000000600060EA201005E650200FFFF
FFFF
05004C6F6F6D00


  • 6800: Required Technology 1 = 104 = Dark Age
  • FFFF: Required Technology 2 = None
  • FFFF: Required Technology 3 = None
  • FFFF: Required Technology 4 = None
  • FFFF: Required Technology 5 = None
  • FFFF: Required Technology 6 = None
  • 0300320001: Cost 1 = Gold 50
  • FFFF000000: Cost 2 = None 0
  • FFFF000000: Cost 3 = None 0
  • 0100: Required Technologies Used = 1
  • FFFF0000: Civilization = all, no specfic
  • 6D00: Research Location = 109 = Town Center
  • 6E1B: Description = Resource 7022 [Loom]
  • 561F: Help Message = Resource 8022 [Research Loom (+15% villager hit points; +1/+1P armor)]
  • 1900: Research time = 25 Seconds
  • 1600: Effect Slot = 22 (23th CHUN4)
  • 0000: Must be 0000
  • 0600: Icon = 6 (7th Frame)
  • 06: Button Slot = 6
  • 0EA20100: Technology Pointer 1 (Long)
  • 5E650200: Technology Pointer 2 (Long)
  • FFFFFFFF: Must be FFFFFFFF
  • 0500: Name Length = 5 bytes (Loom.)
  • 4C6F6F6D00: Technology Name = Loom.

2. Required Technology (16-bit):

"Required Technology 1" always controls in which age the technology will appear. To do this, you can insert the ID of Dark Age, Feudal Age, Castle Age or Imperial Age here to set when the subject will become available to the player.


  • 6800(104) = Dark Age
  • 6500(101) = Feudal Age
  • 6600(102) = Castle Age
  • 6700(103) = Imperial Age

If you want the player research other technology(-ies) before being available to research the subject (like unit upgrade), you can change the remaining five "Required Technology" slot into the ID of those technology(-ies). It is recommended that the required technology share the same button slot and research location with the subject. Furthermore, you should not forget to alter the "Required Technologies Used" to correct number as well.

3. Cost (16-bit / 16-bit / 8-bit):

The first 2 bytes control which type of resources the technology will cost.


  • 0000 = Food
  • 0100 = Wood
  • 0200 = Stone
  • 0300 = Gold
  • 0400 = Ore (Cancelled)

The 3rd to 5th bytes mean the quantity of cost resources. It is in 16 bit.

The last byte is a boolean that determines whether this cost is used or not. Set to 01 to make the cost take effect.

4. Civilization (16-bit / 16-bit):

The first 2 bytes control which civilization(s) can gain access to this technology.


  • FFFF = All
  • 0100 = British
  • 0200 = French
  • 0300 = Goths
  • 0400 = Germans
  • 0500 = Japanese
  • 0600 = Chinese
  • 0700 = Byzantine
  • 0800 = Persians
  • 0900 = Saracens
  • 0A00 = Turks
  • 0B00 = Vikings
  • 0C00 = Mongols
  • 0D00 = Celts
  • 0E00 = Spanish
  • 0F00 = Aztecs
  • 1000 = Mayan
  • 1100 = Hun
  • 1200 = Korean

The 3rd byte is a boolean that determine whether civilization specification is used for this technology or not. Set to 0100 if the first 2 bytes are not FFFF, or otherwise 0000.

5. Research Location (16-bit):

These 2 bits control in which buildings the technology can be researched.


  • 0C00 = Barrack
  • 2D00 = Dock
  • 4400 = Mill
  • 5200 = Castle
  • 5400 = Market
  • 5700 = Archery Range
  • 6500 = Stable
  • 6700 = Blacksmith
  • 6800 = Monastery
  • 6D00 = Town Center
  • 6E00 = Trade Workshop
  • D100 = University
  • 3202 = Lumberjack Camp
  • 4802 = Mining Camp
  • BE01 = Port

6. Description (16-bit):

Download Resource Hacker to find/edit/insert texts into language.dll, language_x1.dll or language_x1_p1.dll. Then, check the number of the resources and enter the 16 bit version of the amount here.

7. Help Message (16-bit):

Download Resource Hacker to find/edit/insert texts into language.dll, language_x1.dll or language_x1_p1.dll. Then, check the number of the resources and enter the 16 bit version of the amount here.

8. Research time (16-bit):

These 2 bytes control how many game seconds it will take to research the technology.

9. Effect Slot ID (16-bit):

These 2 bytes store the ID of the effect slot (Techage/CHUN4) that contains effects of the technology.

10. Icon ID (16-bit):

Go to AOK Mod pack Studio and look for Resource #50729 under Table 2 of interfac.drs (By Location). Choose the frame with your favourite icon, then reduce the frame number by 1 and input the hex-based result here.


  • 0000 = Crop Rotation
  • 0100 = Heavy Plow
  • 0200 = Horse Collar
  • 0300 = Banking
  • 0400 = Cartography
  • 0500 = Sappers
  • 0600 = Loom
  • 0700 = Coinage
  • 0800 = Way Galley
  • 0900 = Cannon Galleon
  • 0A00 = Husbandry
  • 0B00 = Faith
  • 0C00 = Chemistry
  • 0D00 = Masonry
  • 0E00 = Architecture
  • 0F00 = Gold Mining
  • 1000 = Keep
  • 1100 = Forging
  • 1200 = Iron Casting
  • 1300 = Spies/Trason
  • 1400 =
  • 1500 = Blast Furnace
  • 1600 = Chain Mail Armor
  • 1700 = Chain Barding Armor
  • 1800 = Hand Cannoneer
  • 1900 = Ballistics
  • 1A00 = Bombard Cannon
  • 1B00 = Capped Ram
  • 1C00 = Elite Skirmisher
  • 1D00 = Crossbowman
  • 1E00 = Feudal Age
  • 1F00 = Castle Age
  • 2000 = Imperial Age
  • 2100 = Axe(?)
  • 2200 = Fletching
  • 2300 = Bodkin Arrow
  • 2400 = Pikeman
  • 2500 = Bracer
  • 2600 = Heavy Scorpion
  • 2700 = Heavy Demolition Ship
  • 2800 = Fast Fire Ship
  • 2900 = Beta Longboat(?)
  • 2A00 = Hand Cart
  • 2B00 = Light Cavalry
  • 2C00 = Champion
  • 2D00 = Paladin
  • 2E00 = Fortified Wall
  • 2F00 = Bombard Tower
  • 3000 = Long Swordsman
  • 3100 = Padded Archer Armor
  • 3200 = Leather Archer Armor
  • 3300 = Ring Archer Armor
  • 3400 = Heavy Cavalry Archer
  • 3500 = Two-Handed Swordsman
  • 3600 = Arbalest
  • 3700 = Heavy Camel
  • 3800 = Trebuchet
  • 3900 = Onager
  • 3A00 = Guilds
  • 3B00 = Galleon
  • 3C00 = Treadmill Crane
  • 3D00 = Murder Holes
  • 3E00 = Gold Shafting Mining
  • 3F00 = Scale Mail Armor
  • 4000 = Plate Mail Armor
  • 4100 = Plate Barding Armor
  • 4200 = Scale Barding Armor
  • 4300 = Tracking
  • 4400 = Scorpion
  • 4500 = Town Watch
  • 4600 = Double-Bit Axe
  • 4700 = Bow Saw
  • 4800 =
  • 4900 = Fervor
  • 4A00 =
  • 4B00 =
  • 4C00 = Guard Tower
  • 4D00 = Compassing(?)
  • 4E00 = Cavalier
  • 4F00 = Wheelbarrow
  • 5000 = Squires
  • 5100 = Two-Man Saw
  • 5200 = Block Printing
  • 5300 = Sanctity
  • 5400 = Illumination
  • 5500 = Man-at-Arms
  • 5600 = Capped Ram
  • 5700 = Stone Mining
  • 5800 = Stone Shaft Mining
  • 5900 = Town Partol
  • 5A00 =
  • 5B00 = Conscription
  • 5C00 = Redemption
  • 5D00 = Atonement
  • 5E00 =
  • 5F00 = Strange Ship(?)
  • 6000 = Siege Onager
  • 6100 = Shipwright
  • 6200 = Careening
  • 6300 = Dry Dock
  • 6400 = Elite Cannon Galleon
  • 6500 = Siege Engineers
  • 6600 = Broken Wall(?)
  • 6700 = Hoardings
  • 6800 = Heated Shot
  • 6900 = Elite Unique Units
  • 6A00 = Halberdier
  • 6B00 = Unique Technology(-ies)
  • 6C00 = Heresy
  • 6D00 = Theocracy
  • 6E00 = Bloodlines
  • 6F00 = Parthian Tactics
  • 7000 = Thumbring
  • 7100 = Caravan
  • 7200 = Herbal Medicine
  • 7300 = Elite Eagle Warriors
  • 7400 = Sign
  • 7500 = Cancel

11. Button Slot (8 bit):

This 1 byte controls where the research button icon of the technology will appear on the building option.

Page 1

01 | 02 | 03 | 04 | 05
----|----|----|----|----
06 | 07 | 08 | 09 | 0A
----|----|----|----|----
0B | 0C | 0D | 0E | 0F

Page 2 (Making page-changing function available to a building requires unit-editing)

?? | ?? | ?? | ?? | ??
----|----|----|----|----
1A | 1B | 1C | 1D | ??
----|----|----|----|----
?? | ?? | ?? | ?? | ??

12. Technology Name (Text String):

This needs not to be explained, and it is not used by the game either. It is only used for searching where the technology we want to edit is.


____________________________________________________________

PART 2: TECHAGE

____________________________________________________________

Now, let us move on to the 23th CHUN4 (It is because the effect ID slot of Loom is 22):

4348554E340000000000000000000000000000000000000000000000000
000030004FFFF040000000000704104FFFF040008000020804404FFFF04
00080000404044

It would be much better if you arrange them like the following:

4348554E34
0000000000000000000000000000000000000000000000000000
0300
04FFFF0400000000007041(increase villagers' hitpoint by 15)
04FFFF0400080000208044(increase villagers' melee armour by 1)
04FFFF0400080000404044(increase villagers' pierce armour by 1)


  • 4348554E34: CHUN4
  • 03: Number of Effect(s) = 3
  • 04: Effect Type = Adding Upgrades
  • 04: Units Affected = Villagers
  • 0000/0800: Effect Target = Hit Points/Armour
  • 00007041/00208044/00404044: Effect = 15 units/ Melee 1 unit / Pierce 1 unit

Instead of using Loom as an example, I will describe how to set different kinds of effect in the following.

1. Upgrading Effect (8-bit / 16-bit / 16-bit / 32-bit float)

Example: 0307000600FFFF00000000 (Upgrading Skirmishers to Elite Skirmishers)


  • 03: Effect Type must be set to 03 to make this effect a units upgrading effect.
  • 0700: Unit ID of the type of unit/building you want to upgrade to others. In this case, it is set to 7, which means Skirmisher(s).
  • 0600: Unit ID of the type of unit/building you want the upgrading units change to. In this case, it is set to 6, which means Elite Skirmisher(s).
  • FFFF: Not Used = FFFF
  • 00000000: Empty = 00000000

2. Enhancing Effect A - Round Number (8-bit / 16-bit / 16-bit / 32-bit float)

Example: 04FFFF0400080000208044(increase villagers' melee armour by 1)


  • 04: Effect Type must be set to 04 to make this effect a units enhancing effect.
  • FFFF: Unit ID. Not used in this case.
  • 0400: These 2 bytes contain the Unit Class affected by the technology. The numbers of unit classes are listed at here.
  • 0800: The type of attribute of the unit class that will be changed by the technology. The numbers of unit attributes are:

    • 00 Hit Point
    • 01 Line of Sight
    • 02 Garrison
    • 03 Unit Size Radius 1
    • 04 Unit Size Radius 2
    • 05 Movment Speed
    • 06
    • 07
    • 08 Armor
    • 09 Attack
    • 0A Attack Rate
    • 0B Percent Accuracy
    • 0C Range
    • 0D Working Rate
    • 0E Resource Carriage
    • 0F
    • 10
    • 11
    • 12
    • 13
    • 14 Minimum Range
    • 15 Population Support
    • 16 Blast Radius (Area Damage)
    • 17 Search Radius
    • 64 Resource Cost
    • 65 Creation Time
    • 67 Food Cost
    • 68 Wood Cost
    • 69 Stone Cost
    • 6A Gold Cost
    • 6C Healing Rate

  • 00208044: Calculate the answer of: [Increasing Value] + (256 x Effect Category ID)

    Then, convert the answer into a 32-bit float and input the numbers here. You may want to check the list of Effect Category ID.

    In this case, the answer is: 1 + (256 x 4) = 1025, while the 32-bit float of 1025 is 00208044.

3. Enhancing Effect B - Percentage (8-bit / 16-bit / 16-bit / 32-bit float)

Example: 050400FFFF64008195633F(set the cost of archer to 88.9%)


  • 05: Effect Type must be set to 05 to make this effect a units enhancing effect.
  • 0400: Unit ID of the type of unit affected. In this case, 04 means archer.
  • FFFF: Unit Class ID. The numbers of unit classes are listed at here. Not Used in this case.
  • 6400: The type of attribute of the unit class that will be changed by the technology. The numbers of unit attributes are:

    • 00 Hit Point
    • 01 Line of Sight
    • 02 Garrison
    • 03 Unit Size Radius 1
    • 04 Unit Size Radius 2
    • 05 Movment Speed
    • 06
    • 07
    • 08 Armor
    • 09 Attack
    • 0A Attack Rate
    • 0B Percent Accuracy
    • 0C Range
    • 0D Working Rate
    • 0E Resource Carriage
    • 0F
    • 10
    • 11
    • 12
    • 13
    • 14 Minimum Range
    • 15 Population Support
    • 16 Blast Radius (Area Damage)
    • 17 Search Radius
    • 64 Resource Cost
    • 65 Creation Time
    • 67 Food Cost
    • 68 Wood Cost
    • 69 Stone Cost
    • 6A Gold Cost
    • 6C Healing Rate

  • 8195633F: Convert the percentage (in decimal figure) into a 32-bit float and input the numbers here. In this case, the 32-bit float of 0.889 is 8195633F.

4. Enabling Effect (8-bit / 16-bit / 16-bit / 32-bit float)

Example: 0217010100FFFF00000000(Enabling Scorpions to be created by the player)

  • 02: Effect Type must be set to 02 to make this effect a units enabling effect.
  • 1701: Unit ID of the type of unit/building you want the upgrading units change to. In this case, it is set to 279, which means Scorpion(s).
  • 0100: These 2 bytes must be set to 0100.
  • FFFF: Not Used, set to FFFF.
  • 00000000: Empty = 00000000

Where and Whether the unit/building creating button will appear are preset by the game, changing them requires unit-editing.

5. Technology Tree Effect A - Researching(In construction)

6. Technology Tree Effect B - Disabling(In construction)

7. Technology Tree Effect C - Cost Changing(In construction)

8. Civilization Bonus(In construction)


____________________________________________________________

PART 3: DEFAULT SETTING

____________________________________________________________

This part is under construction and will contain a list of technology ID, technology name and the corresponding effect slot ID.

1. Technology ID List

http://gesneo.hp.infoseek.co.jp/techlist.xls

2. Effect Slot (CHUN4) ID List(In construction)


____________________________________________________________

PART 4: REFERENCE

____________________________________________________________

DigiT's Complete Constant Lists: Lists of the numbers AOK:TC uses to identify units and technologies.

AOK Mod Pack Studio 2: A stable and useful program that is capable of compiling *.drs files.

Resource Hacker: An easy and straightforward program for editing .dll files.

[This message has been edited by scenario_t_c (edited 02-14-2006 @ 02:00 AM).]

Replies:
posted 09-03-05 11:02 PM CT (US)     1 / 96  
The research part is approximately finished, reinforced by some additional information than Mandalorian's guide.

I will keep working on the CHUN4 part.

posted 09-04-05 00:05 AM CT (US)     2 / 96  
"Page 2 (how to make page-changing available is unknown)"

Maybe I should shed some light on that subject.
You want the equivalent to:

civ_0_unit_1194_unknown02_11: 02 04 03 01 0b

The last number (this is allready in hex) is the page.
Now, in SWGB, there are three pages, in AoK two pages, (you may be able to make more, but I've never even tried).

Now, that last number is about 85ish bytes backwards from the name of the unit.
An "02" gives the first page, an "0a" gives the second page, and an "0b" gives the third page (in SWGB anyways, don't know if there is a third page in AoK).

There are a host of things like that stashed in the old memory banks.

EDIT:

By the way, that's quite an impressive piece of work! Good work.

[This message has been edited by Mandalorian (edited 09-04-2005 @ 00:07 AM).]

posted 09-04-05 00:15 AM CT (US)     3 / 96  
So that means we have to go back to unit-editing again. Once I finish the CHUN4 parts, I will get into it.

[This message has been edited by scenario_t_c (edited 09-04-2005 @ 00:15 AM).]

posted 09-04-05 00:22 AM CT (US)     4 / 96  
Thanx, S_CT! I'm going to go tooth and nail into this.
posted 09-04-05 00:31 AM CT (US)     5 / 96  
Keep reloading the page, since I am always renewing it.
posted 09-04-05 00:41 AM CT (US)     6 / 96  
Tech editing is very interesting. I am glad this is possible.

However, could someone look into the dat to find the graphical data? So that a person could make anything in the game have more or less frames.

For example, lets say the samurai has 50 attacking frames... wouldn't it be easier to mod if it only had 5 attacking frames in every direction? (which would be much less than a total of 50 frames.)

Then it would be much easier to mod, because a person wouldn't have to add as many frames.

How this would work...

1 dat file is edited so that an item in the game has less frames

2. open mps and add the frames as usual; you would have less frames to add.

[This message has been edited by qaz123tfg (edited 09-04-2005 @ 01:01 AM).]

posted 09-04-05 04:38 AM CT (US)     7 / 96  
I do think that is possible, but we must continue with these bunches of numbers before achieving that.
posted 09-04-05 08:24 AM CT (US)     8 / 96  
Great guide scenario_t_c! (Well thats something different that I barely understood only half of it...[J/K])

˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-04-05 09:44 AM CT (US)     9 / 96  
qaz123tfg,
That stuff is jsut before the CHUN4s.

This is what I'm used to working with in GeniEd 1:

graphic_5368_name1: UNIT-AABME
graphic_5368_name2: None
graphic_5368_slp: -1
graphic_5368_unknown01: ff ff 00 01 1f ff ff 01 00 00 00 00 00 00 00 00
graphic_5368_delta_count: 2
graphic_5368_sound: -1
graphic_5368_extras: 0
graphic_5368_numframes: 5
graphic_5368_angles: 8
graphic_5368_unknown02: 0 0.85 0
graphic_5368_unknown03: 7
graphic_5368_id: 5368
graphic_5368_type: 6
graphic_5368_delta_000: 5369 0 0 0 0 0 -1 0
graphic_5368_delta_001: 5370 0 0 0 0 0 -1 0

About 45ish bytes from name2 is the "Numframes" and the "Angles".

posted 09-05-05 11:12 AM CT (US)     10 / 96  
This is fantastic. I've probably missed something obvious, but which file exactly are we editting above? Also, maybe a table of contents at the top of the post would be useful.

D_B


Đąŗķ_ßļąđę - ĄőĶĦ Főŗųmmęŗ Şįŋčę 2003
__________________________________________________

an era of glory has passed - may the arcade live on
posted 09-05-05 11:23 AM CT (US)     11 / 96  
It is about alteration of empires2_x1.dat or empires2_x1_p1.dat. However, you need to decompress it with DigiT's program first.

See this thread for more information.

EDIT:A table is added.

[This message has been edited by scenario_t_c (edited 09-05-2005 @ 11:24 AM).]

posted 09-05-05 11:26 AM CT (US)     12 / 96  
Heya DB!
Visit the thread Where's DiGiT's decompressor?

Over there, you'll find a link to DiGiT's decompressor, how to use it ad stuff. Once you've read the whole thread, you'll probably know how to uncompress the empires2_x1.dat file. It will then be decompressed into a .hex file. Download any hex editor and start editing. To begin off, like shown in the thread just search for Loom in the hex editor. You'll then see the Loom hex numbers.... Then you've gotta concentrate on all the hex numbers before the loom hex. Its given in the thread. You can then follow the stuff written by scenario_t_c.

This is the hex editor I use:-
[ Protocol '"http' in URL is not supported ]


˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-05-05 06:50 PM CT (US)     13 / 96  
What hex-editor do you use S_CT?
posted 09-05-05 07:23 PM CT (US)     14 / 96  
I'd mainly like to know what HE you use, because my Hexplorer isn't matching up. I can't find the parallels.
posted 09-05-05 10:14 PM CT (US)     15 / 96  
Talking about the parallel, I just arranged them to look ordered here in the thread. It won't affect much using different Hex Editor, but what I am using is BreakPoint Software's Hex Workshop. BTW, I am editing empires2_x1.dat instead of expires2_x1_p1.dat.
posted 09-05-05 11:58 PM CT (US)     16 / 96  
Hey, scen_t_c, I've got a complete tech ID list. Do you want it?

Also, I've got all the CHUN4s interpreted by GeniEd 1, would you like that as well?

posted 09-06-05 00:55 AM CT (US)     17 / 96  
I think all of us will want both of them.
posted 09-06-05 01:15 AM CT (US)     18 / 96  
WOW . . . This is incredibly confusing, yet interesting. Is it possible to undo technologies? Or even alter the effect (like make squires increase infantry speed by a lot more). Please let me know because this is very interesting, and it could help out my new project a lot!

I strayed out of thought and time. Stars wheeled overhead and everyday was as long as a life-age of the earth. But it was not the end. I've been sent back until my task is done...
... I come back to you now, at the turn of the tide.
posted 09-06-05 01:58 AM CT (US)     19 / 96  
@BIHSting
I think you cannot really undo a technology, but there is a way to achieve simliar effect. For example, you can set an effect that can decrease infantries' speed to neutralize the effect of squires.

Altering effect is much more easier, though. Part 2 is about that, but is currently under construction.

posted 09-06-05 02:20 AM CT (US)     20 / 96  
Thanx S_TC. I'll get HW and look aroun again. I'm kinda puzzled, how do I find the CHUN Loom entry?
posted 09-06-05 02:25 AM CT (US)     21 / 96  
The research part of technology contains the effect slot ID of it. I have also mentioned that in the head thread. For Loom, its effect slot ID is 22, which means the 23th CHUN4. Once you know that, go back to the beginning of the file and search CHUN4, then press F3(Find Next) for 22 times to get to the 23th CHUN4.
posted 09-06-05 06:02 AM CT (US)     22 / 96  
@Mandalorian: As scenario_t_c said, everyone wants those lists. Please could you also email me both those lists to gauravrulz@gmail.com

˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-06-05 08:23 AM CT (US)     23 / 96  
posted 09-06-05 08:30 AM CT (US)     24 / 96  
I agree with qaz123tfg, an open download would much more be appreciated. Yet, my e-mail is scenario_tc@yahoo.com.tw
posted 09-06-05 12:39 PM CT (US)     25 / 96  
Thanx S_CT. I'll have a go at that.
posted 09-06-05 12:58 PM CT (US)     26 / 96  
nice work -
posted 09-07-05 00:11 AM CT (US)     27 / 96  
Ok, I'll submit them for download in the utiliy section.

[This message has been edited by Mandalorian (edited 09-07-2005 @ 00:12 AM).]

posted 09-08-05 09:07 AM CT (US)     28 / 96  
Hi guys I need help.

I'm trying to change the "transport (make avaible)" tech in order to create transport ships only at Castle age, at the cost of 2 wood and - here's the tricky thing - not at the Dock, but at lumbercamp (don't ask me why ). Changing the research location in the research part of the tech doesn't help, since it's already deactivated (-1 or FFFF). I'm starting to suspect that this has nothing to do with the research part or the CHUN4 data. Where the transport ships are created sounds like unit data, which doesn't rely on tech data.

Please help me, because GeniEd2 doesn't allow the player to change where the unit is created, and this data edit is crucial to the progress of my campaign. I've got one wheel in the ditch, help me get it on track again!

posted 09-08-05 09:21 AM CT (US)     29 / 96  

Quoted from main thread:

Where and Whether the unit/building creating button will appear are preset by the game, changing them requires unit-editing.

qaz123tfg has raised a similar question before at this thread. Mandalorian stated he had done something like that before, but he's not yet here nor there to reveal the answer.

EDIT: I do know something on the issue, too, but I am just too busy to do game-edit now.

[This message has been edited by scenario_t_c (edited 09-08-2005 @ 09:23 AM).]

posted 09-08-05 09:29 AM CT (US)     30 / 96  

Quoted from Mandalorian:

It is VERY easy! It did this very thing just after the release of my 500 pop limit mod.
It took me all of 30 seconds. All I had to do was change 2 numbers and add a line to an existing CHUN4. It's just that easy to make a unit createable.

And it isn't all that hard to make the wolves ownable either.
Just copy and paste 2 things for each civ you want to own it, and ta da! There she be!


What bugs me is that he states how easy it is, but he doesn't tell us which numbers to change.
posted 09-08-05 09:37 AM CT (US)     31 / 96  

Quoted from scenario_t_c:

I know enabling is easy. However, how can I control where and whether the creation button will appear? For example, Sea Tower is enabled by default game setting, but it does not appear on the villager's building list.

Quoted from Mandalorian:

He also ignored my question either.

[This message has been edited by scenario_t_c (edited 09-08-2005 @ 09:39 AM).]

posted 09-08-05 10:35 AM CT (US)     32 / 96  
I REALLY hope he'll make a BIG guide soon. Currently S_CT's guide is the best(to me anyway).
posted 09-08-05 11:06 AM CT (US)     33 / 96  
No, as I said, these're only NOTES. No GUIDE is available recently.

[This message has been edited by scenario_t_c (edited 09-08-2005 @ 11:07 AM).]

posted 09-09-05 00:24 AM CT (US)     34 / 96  
Oliver,

"What bugs me is that he states how easy it is, but he doesn't tell us which numbers to change."

Heh, sorry!
(But, it would help if you told me exactly what you wanted to know!)

scenario_t_c,

"I know enabling is easy. However, how can I control where and whether the creation button will appear? For example, Sea Tower is enabled by default game setting, but it does not appear on the villager's building list."

That depends on whether it's a unit or building.

For a building you need a couple things: a button slot, and to tell the game which unit can build this building. (You may even have to addjust the "foundation", but generaly not.)
The button slots for buildings are about 183 ish from the end of the name.
The one right before the button slot (a 118, or 76 in hex) is the one that tells the game which unit builds that building.

If all these things are set, you should have your building after you set up the CHUN4 type 2, of course.

There is less (by one) ring-around-the-rosy for the units.
The button slots for units (and the building that it's created at) are 180 ish bytes for the end of the name.
First the building it's created at and then the button slot.

Did I answer your question?

posted 09-09-05 01:16 AM CT (US)     35 / 96  
Sure and great thanks! I did know it is some kind of unit-editing, but I just didn't have to time to find where to edit.
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