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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 12-03-05 08:12 AM CT (US)     1 / 108  
I can't get it to work
posted 12-03-05 08:15 AM CT (US)     2 / 108  
@brandonridgway35

Would you mind telling me the error message? Also, you may try putting the file into the same folder as the original program as well.

posted 12-03-05 09:40 AM CT (US)     3 / 108  
When I run this program, select a unit and look at the options, I see loads and loads of possibilites. Amazing. Absolutely Amazing.

@ s_t_c

posted 12-03-05 09:44 AM CT (US)     4 / 108  
Oliver, MSN.
posted 12-03-05 11:23 AM CT (US)     5 / 108  
Yay! At last, though I'd still love to have GeniEd 1 addapted...
posted 12-03-05 11:39 AM CT (US)     6 / 108  
Hey, Master Yoda...sorry, I mean Master Mandalorian , is the program working well with SWGB as well?
posted 12-03-05 01:36 PM CT (US)     7 / 108  
it's freezes up as soon as i click open :s
posted 12-03-05 06:24 PM CT (US)     8 / 108  
*cries*

By the way, scenario_t_c, in the armor section, the "Ships & Camels & Saboteurs" actually code for "archers." I don't know why, but it just works that way. At least in my version :S

posted 12-03-05 10:36 PM CT (US)     9 / 108  
TC, It works great for SWGB, thanks thats really cool!!!
What does unit attributes control? And which unknown controls it?

EDIT: Thanks again for your efforts, do you plan to update it as more unknowns are found? If you need some ideas, or things you left out, please let me know!


"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

[This message has been edited by Sidious Invader (edited 12-03-2005 @ 10:38 PM).]

posted 12-03-05 10:46 PM CT (US)     10 / 108  

Quote:

By the way, scenario_t_c, in the armor section, the "Ships & Camels & Saboteurs" actually code for "archers." I don't know why, but it just works that way. At least in my version :S

Can you explain deeper in that? You may also check these two threads for some reference.

http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,35751,,all
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,35754,,all

Quote:

it's freezes up as soon as i click open :s

Have you download the latest version of Microsoft's C++ runtime files? (Sorry, I suddenly forgot how to call that :|)

Quote:

Thanks again for your efforts, do you plan to update it as more unknowns are found? If you need some ideas, or things you left out, please let me know

I may add the attritubes for missiles in the next update, and I also plan to find the boolean that control whether the unit is selectable or not.

posted 12-04-05 00:54 AM CT (US)     11 / 108  
http://support.microsoft.com/default.aspx?scid=kb;en-us;259403

Is that what the Brandon dude needs?


Vcredist.exe is a self-extracting executable file that installs the latest version of the Microsoft Visual C++ run-time files and operating system components that are required by most projects created with Visual C++ 6.0. These files include fixes that are included with Visual Studio 6.0 Service Pack 4 (SP4).

Beginning with Visual Studio 6.0 Service Pack 5, Vcredist.exe is included with the service pack. The Vcredist.exe pointed to by this article will continue to be the Visual Studio 6.0 Service Pack 4 version.

posted 12-04-05 01:00 AM CT (US)     12 / 108  

Quoted from YOU:

and I also plan to find the boolean that control whether the unit is selectable or not.

I actually just stumbled across that by accident, I created a new building, and it wasn't selectable until i changed this....

graphic_5815_name1: UNIT-GUNIG2-R
graphic_5815_name2: GGUNIUBR
graphic_5815_slp: 1451
graphic_5815_unknown01: 00 00 00 01 0a ff ff 01 00 00 00 00 00 00 00 00
graphic_5815_delta_count: 0
graphic_5815_sound: -1
graphic_5815_extras: 0
graphic_5815_numframes: 5
graphic_5815_angles: 8
graphic_5815_unknown02: 0 6 0
graphic_5815_unknown03: 11
graphic_5815_id: 5815
graphic_5815_type: 6

The building that was unselectable had 00 05 ff ff 00. I may have to experiment a little, but I'm pretty sure that was the problem. I did manage to fix it, and make it selectable though. I wish I was 100% sure that is what I did.


EDIT: Also, that line has alot to do with how the graphic appears in game. Example, look at the gate. That is actually three units open gate, closed gate, and the end piece is used twice, one on each side. The graphic line for the end piece should be 01 12 ff ff 00, this will cause the open/closed gate(01 12 ff ff 01) to be selected(because of the size will include the end pieces), and not the end pieces themselves. I hope this makes sense. When you look at the unit gate text look at this....

civ_7_unit_64_unknown36_03: 81
civ_7_unit_64_unknown36_04: -1.5 0
civ_7_unit_64_unknown36_05: 81
civ_7_unit_64_unknown36_06: 1.5 0
81 is the unit number for the end piece, unknown 36_04 & 36_06 is the placement data.

Hope this helps!


"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

[This message has been edited by Sidious Invader (edited 12-04-2005 @ 01:16 AM).]

posted 12-04-05 02:10 AM CT (US)     13 / 108  
@qaz123tfg

Thanks for posting that link.

@Sidious Invader

So, it is the data in graphic slot that controls whether it is selectable or not? If that is the case, I don't think it can be implemented into the program.....

posted 12-04-05 03:26 AM CT (US)     14 / 108  
Very good scenario TC, mabye for a next version you could make it more orginized, like having tabs that modift different statistics.
posted 12-04-05 05:19 AM CT (US)     15 / 108  

Quote:

Can you explain deeper in that? You may also check these two threads for some reference.


Like I've tried this thing with giving a lot of attack to archers and a lot of armor to huskarls so that only huskarls survive the onslaught. By armor, I mean the "16" at the armor section. Turns out that huskarls die as easily as any other infantry. So I started replacing the value for every other number, and got to a point where the number "14" (if I'm correct, it can be 17 in the 2.1 version.....it's now ships/camels/saboteurs) did the trick.

Maybe it's the only exception. The "5" and "melee" coding for melee armor and penetrating armor works fine.

posted 12-04-05 05:40 AM CT (US)     16 / 108  
The Armour Strength "Archers" doesn't mean that the unit will gain defense bonus against archers' attack, but one against the attack strength with same name. Meanwhile, an attack strength only has effect on a unit with armour strength with the same name.

Huskarl has 4 armour strengths: Infantry, Base Melee, Base Pierce and Unique Units. Therefore, only the 4 attack strengths with the same name (Infantry, Base Melee, Base Pierce and Unique Units) affect Huskarls.

[This message has been edited by scenario_t_c (edited 12-04-2005 @ 05:44 AM).]

posted 12-04-05 10:06 AM CT (US)     17 / 108  
great job, scenario tc
posted 12-04-05 11:10 AM CT (US)     18 / 108  
help! I try to it and this error message comes up

Error Starting Program:
A required .DLL file, MSVCR71.DLL, was not found.

The updated version dosent require Windows XP by any chance?


"^`'*-=~+,._.,+~=-*'`^"^`'*-=~+,._.,+~=-*'`^"^`'*-=~+,._.,+~=-*'`^"
                            Kfish2oo2
                      -*'`^"^`'*- =~
    '*-=~+,._.,+                      `^"^`'*-=~+,._.,+~=-*'`^"
posted 12-04-05 11:19 AM CT (US)     19 / 108  
posted 12-04-05 11:42 AM CT (US)     20 / 108  
Looks great! Try and get some more unknowns in there if possible, check Mandalorains guides for references.

B L O O D P H O E N I X
Lurking at HG since 2004
posted 12-04-05 11:51 AM CT (US)     21 / 108  
I have looked in that. There are also somethings I discovered my self, like visible in fog of war.
posted 12-04-05 02:07 PM CT (US)     22 / 108  
@ scenario_t_c: the link you gave didnt help, only gave a reference librarie. i tried searching that particular website extensivley but i didnt find anything that helped. please give a link to the things i need where i can actualy download them! thanks

"^`'*-=~+,._.,+~=-*'`^"^`'*-=~+,._.,+~=-*'`^"^`'*-=~+,._.,+~=-*'`^"
                            Kfish2oo2
                      -*'`^"^`'*- =~
    '*-=~+,._.,+                      `^"^`'*-=~+,._.,+~=-*'`^"
posted 12-04-05 03:35 PM CT (US)     23 / 108  
@kfish2oo2 download the original Genied2, install that, then place TC’s .exe file if the folder where the original Genied is (C:\Program Files\GeniEd2 usually) and it will work then because the DLL’s are in the folder.

@T_C, I think it would be best to include these DLL’s in the download, otherwise there will be a ton of comments saying the program doesn’t work.

posted 12-04-05 04:32 PM CT (US)     24 / 108  
@ Beserker Jerker: Thank you! You are the undisputed master of all things AOK

@ scenario_t_c: WOW! Bloody brilliant job! I can now make normal units self heal without complicated triggers!

@ Everyone: Just out of curiosity, since AOK and Star wars: Galactic battlegrounds can both be modified using genied, does that mean that mods from SWGB can be used in AOK?

EDIT: Ignore me about SWGB, did some of my own investigating and found out, no, they cant be used.


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

[This message has been edited by kfish2oo2 (edited 12-05-2005 @ 02:07 PM).]

posted 12-04-05 05:11 PM CT (US)     25 / 108  
WHAT AM I SUPPOSED TO DO WITH THESE FILES!!!!???? |:|
posted 12-04-05 06:21 PM CT (US)     26 / 108  
Is it possible to edit the distance a treb shoots with this
posted 12-04-05 07:43 PM CT (US)     27 / 108  
Brandon,

I will show you step by step...

1. download the following program

http://games.build-a.com/swgb/files/GeniEd2_1.exe


2. after its downloaded, install it


3. download the following program...

http://gesneo.hp.infoseek.co.jp/geniedstc.zip


4. after its downloaded, move the geniedstc.zip file to

C:\Program Files\GeniEd2


5. unzip the file


6. run the .exe
(the exe that you got after you unzipped geniedstc.zip


If you can't unzip files, download and install this program which will let you unzip files:

http://downloads.zipgenius.it

[This message has been edited by qaz123tfg (edited 12-04-2005 @ 07:44 PM).]

posted 12-04-05 08:45 PM CT (US)     28 / 108  
how do u edit the range of fire for a treb then?
posted 12-05-05 05:08 AM CT (US)     29 / 108  
@GeNeRaL_AnZaC

Have you really used the program and looked into the trebuchet data?

[JPEG, (60.79 KB)]

posted 12-05-05 09:07 AM CT (US)     30 / 108  
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
posted 12-05-05 09:16 AM CT (US)     31 / 108  
The file in blacksmith now has the dll files needed.
posted 12-05-05 11:33 AM CT (US)     32 / 108  
If you got the normal Genied2 installed, does this new one replace it automaticly or do I have to uninstall the other first?

...Snail...
posted 12-05-05 11:42 AM CT (US)     33 / 108  
There are 3 files in the zip file (AoKH). You can either extract them to the original version's folder or a new one, since the program can run if all three files are at the same folder.
posted 12-05-05 12:45 PM CT (US)     34 / 108  
Sounds great! Is it enough if only the designer swaps some files on his/her computer, and then gives players a stand-alone scenario/campaign file? Or do players need to swap some files on their computers as well to make the scenario/campaign work? I know that this is necessary for most GeniEd features, while for others (hidden objects and triggers revolving around them) it's enough if only the scenario/campaign file is passed on.

Ingo

[This message has been edited by Ingo van Thiel (edited 12-05-2005 @ 12:53 PM).]

posted 12-05-05 12:54 PM CT (US)     35 / 108  
@Ingo

Just as what I said in my last mail, all modification could only kept through saved-game of altered database. Yet, I plan to hex-edit the *.exe or write a auto-renaming program, so that the task would be much easier to carry out.

On the other hand, here are two news you may feel interested as well. (and, of course, they fit your need that no files are required for player to change to access the product properly)

http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=4,36115,,all
http://aoe.heavengames.com/cgi-bin/aoecgi/display.cgi?action=ct&f=4,5423,0,365

[This message has been edited by scenario_t_c (edited 12-05-2005 @ 12:56 PM).]

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