Part 1: Research- Structure of Research
- Required Technology
- Cost
- Civilization
- Research Location
- Description
- Help Message
- Research Time
- Effect Slot ID
- Icon ID
- Button Slot
- Technology Name
Part 2 Techage(Unfinished)- Upgrading Effect
- Enhancing Effect A - Round Number
- Enhancing Effect B - Percentage
- Enabling Effect
- Technology Tree Effect A - Researching(In construction)
- Technology Tree Effect B - Disabling(In construction)
- Technology Tree Effect C - Cost Changing(In construction)
- Civilization Bonus
Part 3 Default Setting(Unfinished)- Technology ID List
- 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
FFFF05004C6F6F6D00
- 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