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Topic Subject: GeniEd2 Enhanced Version Guide
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posted 12-03-05 06:03 AM CT (US)   
Blacksmith Download Link: http://aok.heavengames.com/blacksmith/showfile.php?fileid=7341
External Download Link: http://gesneo.hp.infoseek.co.jp/geniedstc.zip

For people who cannot run the program, try downloading the C Run-Time Libraries. (http://msdn.microsoft.com/library/en-us/vclib/html/_crt_c_run.2d.time_libraries.asp

Unit Class / Unit Attribute
Control what kinds of commands the unit has.
Unit Class List

Heroisation
Controls whether the unit is a hero or not. (self-recover, unconvertible, display under "hero" tab)

Garrison Recovery Rate / Garrison Heal Rate
Control how fast the unit recovers when garrison in a building, or how fast the building heals the unit.

Garrison Type
Controls which kinds of unit the building will accept to garrison. 15 for castle, 11 for towers and town center.
Garrison Type List

Size Radius / Selection Radius / Editor Size Radius
1 for West and East, 2 for North and South.

Selection Mask Display
1 = Displayed, 2 = Not Displayed, 6 = Building.

Hit Point Bar Display
0 = Displayed, >=2 = Not Displayed. For some units, 1 means displayed as well.

Hit Point Bar Height

Attack Sound / Moving Sound / Creation Sound
You should input sound slot ID here instead of SLP number.

Standing Graphic / Walking Graphic / Attack Graphic / Dying Graphic / Garrison Tag
You should input graphic slot ID here instead of SLP number.

Visible in Fog of War
Controls whether a unit can be seen under fog of war. (For buildings, this only applies on the situation before they are spotted.)

Resource Carriage
Controls how many resource a worker can carry at a time.

Work Rate 1 / Work Rate 2
Controls how fast a unit or a building works in tasks such as producing units or collecting resources.

Store Resource Type 1 ~ 3
Population = Both Current Figure and Capacity.
Resource / Civil Header List

Store Resource Quantity 1 ~ 3

Storage Enabler 1 ~ 3
On = >=1, Off = 0.

P1: Default Setting of a Unit that takes 1 population room

Flying Mode
For birds, control whether their graphics stick to the ground or not.

Terrain Restriction
Set to 0 for no terrain restriction.
Terrain Restriction List

Minimum Attack Range

Accuracy Percentage
Ranged from 1 to 100.

Projectile Graphic Delay

Projectile Displacement 1 ~ 3
1 for West and East, 2 for Forward and Backward, 3 for North and South.

Training Building / Build Unit
Unit ID for the building that trains this unit / the unit that builds this building. However, making a unit trainable / a building buildable needs tech-editing.

Train Button Slot / Build Button Slot

Page 1

01 | 02 | 03 | 04 | 05
----|----|----|----|----
06 | 07 | 08 | 09 | 10
----|----|----|----|----
11 | 12 | 13 | 14 | 15

Page 2

21 | 22 | 23 | 24 | 25
----|----|----|----|----
26 | 27 | 28 | 29 | 30
----|----|----|----|----
31 | 32 | 33 | 34 | 35

Transform Building
For Trebuchets only, control the unit/building it will change into.

Attack Strength / Armour Strength
If you want to make an attack strength affect unit X, just give unit X a corresponding armour strength.

Default Targets of Attack Strengths in GE2.1(1.0)

[This message has been edited by scenario_t_c (edited 02-05-2006 @ 08:45 AM).]

Replies:
posted 12-05-05 07:36 PM CT (US)     36 / 108  
TC, Have you figured out all of the terrain restrictions? And what is resource carriage?

I'm not sure if you answered my last question, will you be able to update your version of Genied if more unknowns are found? I'm not a programmer, and I do realize there is alot of work involved. It sure would be great to have an active programmer keeping it up to date.

In the unit data...
civ_1_unit_2_type: 70
civ_1_unit_2_name1_length: 12
civ_1_unit_2_id: 2
civ_1_unit_2_language: 5853
civ_1_unit_2_unknown01: c5 1a 39 00

the c5 & 1a, just before the unit class points to the "build text" in the language.dll. c5+(1a * 256)
That's about all I've noticed so far that is missing.

Did you see my topic about the unit data? This is where many abilities of a unit are enabled.

http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=10,8275,0,365

Is it possible to make Genied2 change these figures?
And can you specify how many attack/armor pairs a unit has?

Thanks again for your work!


"Wipe them out, all of them!"
"I must obey my master!"
"At last,we will reveal ourselves to the Jedi. At last, we will have revenge!"

SidiousInvader@msn.com----Instant Message

posted 12-06-05 00:03 AM CT (US)     37 / 108  
Am I correct in saying that the only way to change a units attack number is to alter how slow/fast it attacks?

Is there anyway to make a flying unit? Say for this question I wanted to make a dragon, is this something that isn't available in AOK, only the SWBG engine?

posted 12-06-05 06:02 AM CT (US)     38 / 108  
yes but it didnt work i changed the range to 30
and nothing works
posted 12-06-05 08:59 AM CT (US)     39 / 108  
This is excellent. However, I have one more request. Is there any chance that you can write the program so it saves the changes, kinda like a Modpack for stats? If so, that'd be AWESOME!

D_B


Đąŗķ_ßļąđę - ĄőĶĦ Főŗųmmęŗ Şįŋčę 2003
__________________________________________________

an era of glory has passed - may the arcade live on
posted 12-06-05 09:22 AM CT (US)     40 / 108  
posted 12-06-05 10:27 AM CT (US)     41 / 108  
You've done a great job AGAIN, scenario_t_c! I'm proud of you.

BTW: I suggest you add some links of useful threads into this guide to make it more useful.

For example:

Unit Class List (For GE2.1 & Trigger)
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,35755,,all

Default Targets of Attack Strengths in GE2.1(1.0)
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,35754,,all

Unit-stat edited without Changing *.DAT(GeniED2)
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=4,34981,,all

posted 12-06-05 09:43 PM CT (US)     42 / 108  

Quote:

THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU

Summed up the feelings of the design community quite nicely.


| D A R C K R C D D |
posted 12-07-05 00:59 AM CT (US)     43 / 108  
Could someone please tell me how you find graphic slot ID?, or at least give me the slot ID of the Beta Knight (the brownish one without the lance). By the way shouldn't Garrisoin Heal Rate be Garrison Heal Rate?

EDIT: I mean without the shield, without the shield! I really must think when writing.


_/\____/\__/\___
This is Egypt. Copy this into your signature, and we will dominate the world

For Egypt!

[This message has been edited by Sir Stamford (edited 12-07-2005 @ 01:09 AM).]

posted 12-08-05 08:15 AM CT (US)     44 / 108  
yeah i've been wanting that graphic too
posted 12-08-05 10:59 AM CT (US)     45 / 108  
W-O-W! I sure have missed something incredible here! TC, you know, you are a GENIUS! Whenever I feel like modding, I seriously will consider using your new GeniEd 2 edition.
posted 12-08-05 12:43 PM CT (US)     46 / 108  
scenario_t_c this thing is pretty cool, but I havent been able to make units visible throgh fog of war. Is it possible, or does it only apply to buildings which havent been sighted yet?

Any suggestions?


"^`'*-=~+,._.,+~=-*'`^"^`'*-=~+,._.,+~=-*'`^"^`'*-=~+,._.,+~=-*'`^"
                            Kfish2oo2
                      -*'`^"^`'*- =~
    '*-=~+,._.,+                      `^"^`'*-=~+,._.,+~=-*'`^"

[This message has been edited by kfish2oo2 (edited 12-08-2005 @ 12:48 PM).]

posted 12-08-05 12:49 PM CT (US)     47 / 108  
@kfish2oo2

1) Fog of war isn't the dark area, but the explored area where you have no units nearby. Also, make sure that you have clicked the "Copy to all civs" button.

2) Whether a unit is selectable or not is not controlled by the unit data, but the graphic slot data, which can be edited by GeniED2. However, if you transfer those projectiles from an AoE1 scenario file, some of them can be selected.

@brandonridgway35, Sir Stamford

I will scan the database for that.

@Sidious Invader

Those information in your thread is about unit header instead of civ unit data, so I am afraid the program can not edit them.

@dark_blade

I am writing a auto-renaming program.

@vbbartlett

Unfortunately, there is really only one way to do that at this state.

@All

Thanks for all your kind words.

[This message has been edited by scenario_t_c (edited 12-08-2005 @ 12:55 PM).]

posted 12-09-05 08:56 AM CT (US)     48 / 108  
Do you have the time to do the same for AoE1 last since you are editing in that game.
The data is even more simple.

Also, can you update your unit structure topic?

EDIT: (adding new units to the list)
Does the same go for this version of AoE?

Also, I thought out masses of new units, because I'm working on a project that must convert the game AoE2 to Populous 3.

See for more info:
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=22,35843,0,all

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

posted 12-11-05 02:12 PM CT (US)     49 / 108  
Can you make an untrainable unit(like a hero) terain ible or if a certain civ. dosant have a unit make it so they can train that unit. Is it possible to make a hole new civ on with this(weather copying overer another civ or not, dont care there are plenty of civs i dont like)

A death is a tradgity, a million deaths is a statistic...

You dont win a war(or battle)if you lose more then you gain...

Think about those last quotes very hard

posted 12-11-05 02:25 PM CT (US)     50 / 108  

Quoted from scenario_t_c:

making a unit trainable / a building buildable needs tech-editing

I sometime wonder if people are reader the words in this thread or not...

About adding civilization, it is still in research.

[This message has been edited by scenario_t_c (edited 12-11-2005 @ 02:26 PM).]

posted 12-11-05 03:06 PM CT (US)     51 / 108  
Hey, scen_t_c,
I maybe able to help you out there.

I have added civs with GeniEd 1. It was a fairly time consuming process. There are two "civ counters" that you would need to change and then you just pretty much copy a civ's data and paste it.

I'll look for the AoK counters whne I get a chance.

posted 12-11-05 03:45 PM CT (US)     52 / 108  
*deleted*

[This message has been edited by scenario_t_c (edited 12-12-2005 @ 05:58 AM).]

posted 12-11-05 04:14 PM CT (US)     53 / 108  
Then can you make a hero trainable?
and i cant find out how to make trebuchet transform into building, and does gods own sling and bad neighbor count to?(hero trebs)

A death is a tradgity, a million deaths is a statistic...

You dont win a war(or battle)if you lose more then you gain...

Think about those last quotes very hard

[This message has been edited by Rabid33 (edited 12-11-2005 @ 04:15 PM).]

posted 12-11-05 04:21 PM CT (US)     54 / 108  
Transform building works on trebuchet (including two hero trebuchets, PMANG and PTWC) only, since they are the only units/buildings (the game consider them as buildings) that have the unpack/pack command. It controls which building the treb will transform into after the unpack/pack command. Yet, most time you change this number, it will result in a chase , or an useless OLD-ACADEMY.

You have to add a new enabling-technology by hex-editing to make a hero or other non-trainable unit traianable.

[This message has been edited by scenario_t_c (edited 12-12-2005 @ 05:58 AM).]

posted 12-11-05 07:14 PM CT (US)     55 / 108  
ok thx for info

A death is a tradgity, a million deaths is a statistic...

You dont win a war(or battle)if you lose more then you gain...

Think about those last quotes very hard

posted 12-12-05 05:38 AM CT (US)     56 / 108  
Resource carriage:
- It doesn't work.
posted 12-12-05 05:51 AM CT (US)     57 / 108  
Just as I said in the guide: use that on workers, not villagers.

[This message has been edited by scenario_t_c (edited 12-12-2005 @ 05:53 AM).]

posted 12-12-05 06:48 AM CT (US)     58 / 108  
For TC:
I know that you can influence the quantity of how many resources a object can contain, but because I haven't got enough time in my previous reply, i couldn't go in detail. Here comes the question:
> Exept that you can influence the quantity of how many resources a object can contain, but the resource type that that object contains cannot change. It only gets another icon, but in fact, if you want to let a gold mine contain 800 food, you will only see the food icon. But in fact, it's steel gold. Also, if you MOD the worker to, it steel carry's gold, and gold will steel being added to your gold stockpile.
> Maybe, you have found the resource cariage option, but I think that the crucial byte that controls the TYPE of resource isn't found jet.
> The DISPLAYED attack/armor is a very good example

Quick edit:
Also, I'm working on a very interresting patch.
try take a look at the ModPack discussion.

[This message has been edited by Ancient Warrior (edited 12-12-2005 @ 06:51 AM).]

posted 12-12-05 07:30 AM CT (US)     59 / 108  

Quote:

Exept that you can influence the quantity of how many resources a object can contain, but the resource type that that object contains cannot change. It only gets another icon, but in fact, if you want to let a gold mine contain 800 food, you will only see the food icon. But in fact, it's steel gold.

A very simple reply would be like this: change the unit class. On the other hand, resource carriage has nothing to do with the stored resource type.

Quote:

Also, if you MOD the worker to, it steel carry's gold, and gold will steel being added to your gold stockpile.

If you want to change what type of resource a worker can carry, I can tell you it is impossible to do with civ-unit data editing in GeniED2.

Quote:

Maybe, you have found the resource cariage option, but I think that the crucial byte that controls the TYPE of resource isn't found jet.

There isn't such thing existing. It is the unit class and unit header that are controlling what kind of resource a unit can carry.

Quote:

try take a look at the ModPack discussion.

Aren't we already here?

posted 12-15-05 09:54 AM CT (US)     60 / 108  
So, I have only to change the unit class...

Maybe it's a challenge to find the unit class data.
I'm sure, it's stored in the .exe.

posted 12-15-05 11:00 AM CT (US)     61 / 108  
Search this board for a unit class list I've completed sometime ago.

http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,35755,,all

[This message has been edited by scenario_t_c (edited 12-15-2005 @ 11:01 AM).]

posted 12-16-05 10:08 AM CT (US)     62 / 108  

When I looked in your list, I saw TERRA, TERRB, TERRC, ... I think this has to do with the terrain, but nothing happens. Also, I see these names between [brackets] in the gamedata_x1.drs!

[This message has been edited by Ancient Warrior (edited 12-16-2005 @ 10:11 AM).]

posted 12-16-05 10:42 AM CT (US)     63 / 108  
Those are just some unused objects. Everything you see in genied2 is related to unit but not terrain, except the terrain restriction.

Many study have been done on gamedata_x1.drs even before I came to AoKH, search the forum and the blacksmith for relevant information.

By the way, I can't find any TERRB or TERRC in gamedata_x1.drs. (Well, "terrain" does contain "TERRA".) I think you have confused them with TREE_B and TREE_C.

Finally, "#const" part is used for random map generation purpose. Read the RMSG.DOC on the CD or the tutorials available here in the Blacksmith to collect more information.

[This message has been edited by scenario_t_c (edited 12-16-2005 @ 10:44 AM).]

posted 12-23-05 12:36 PM CT (US)     64 / 108  
What does work rate one and work rate 2 mean for a monk?

In general what does work rate 1 and work rate 2 mean for a villager type?

For example, a fisherman. All he does is fish. So, why are there 2 work rates (he is only doing one job, fishing) and what are each of them for?

Fisherman:

work rate 1: 4.000

work rate 2: 0.430

What is the work rate measured in? 4.000 means he gathers 4 fish every second?

[This message has been edited by qaz123tfg (edited 12-23-2005 @ 12:39 PM).]

posted 12-23-05 10:23 PM CT (US)     65 / 108  
Work rate is different for every unit. For example, it affects packing/unpacking speed for a treb, too.
posted 12-24-05 01:23 AM CT (US)     66 / 108  
So, for a fishermen would it be...

Work rate 1 = the speed he fishes

work rate 2 = the speed he pulls the net in?

Thanks in advance for help.

posted 12-24-05 07:10 PM CT (US)     67 / 108  
Can you change the name? not by the unit number, but like change a genitours name to Royal Knight?

A death is a tradgity, a million deaths is a statistic...

You dont win a war(or battle)if you lose more then you gain...

Think about those last quotes very hard

posted 12-24-05 08:25 PM CT (US)     68 / 108  
Can you change the name? not by the unit number, but like change a genitours name to Royal Knight?"

Of course. And that requires zero stats editing. Look in the main sticky for a link to Resource Hacker. Its a free program which will let you change unit names. All you have to do is edit the .dll's.


Edit:
What is "stone defence" as an attack strength? I noticed villiagers have it.

[This message has been edited by qaz123tfg (edited 12-27-2005 @ 08:12 PM).]

posted 01-01-06 05:57 PM CT (US)     69 / 108  
Stone Defence means walls and gates in the least (I suspect the palliside wall and castle are also included). Probably is something that is activated when you research Sappers.

_/\____/\__/\___
This is Egypt. Copy this into your signature, and we will dominate the world

For Egypt!

posted 01-02-06 03:19 AM CT (US)     70 / 108  
Attack strength "stone defence" affects other units which have the armour strength with the same name. By default setting, Bombard Tower, Fortified Wall, Gate, Guard Tower, Keep, Sea Tower, Stone Wall, The Accursed Tower, The Tower of Flies and Watch Tower will be affected.

Reference:
Default Targets of Attack Strengths in GE2.1(1.0)

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