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Topic Subject: new aom game(or somthing like that)
posted 22 July 2008 05:27 AM EDT (US)   
How do you make a new game from aom?
like stephen caines lotr mod?

>> www.EmjeR.com <<

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Replies:
posted 22 July 2008 06:46 AM EDT (US)     1 / 9  
Years of dedication.
posted 22 July 2008 08:52 AM EDT (US)     2 / 9  
And/or, massive over-writing. If you can make a civ just make 2 or 3 more and over-write.

"Don't Let School Interfere With Your Education" Mark Twain
Canada Rules!!!!
\M/ -=A-M
/W\ -=M-Z
I
T-e S-e--t sy-b-l u-e- b- -- f-r -- y-ar-!!!
posted 22 July 2008 07:38 PM EDT (US)     3 / 9  
Legends of Middle Earth is probably better defined as a Game Make Over rather than a new civ. But the options available in AoMX (maybe) to support additional civs are:

1. Some of the files within x-pack, suggest some other civs were contemplated (Sumerians, Lucerifians??) or something like that. If these ever made it into the .exe, there may be additional civ hooks available that could be used. You would need to rework the UIGodPicker and maybe add another follow-on screen to the existing one, but if the hooks are there this is fiddly rather than difficult.

2. Other than the original civ hook, and limits on displayable God Powers there is no reason why you cannot have more civs as they can just be defined as techs. You could for example, redefine Age 1 Zeus as Age 1 Greece (no granted GP), where you would select your major Greek God (change the existing age 1's to Age 1.5 Zeus, Age 1.5 Hades, Age 1.5 Poseidon) as the first age up. This frees up two slots; so for example you could change Age 1 Hades to be Age 1 Romans, and Age 1 Poseidon to be Age 1 Gaul and put new civ structures under them. Using this approach you could have 16 Nationalities, each with 3 Major Gods, and 9 Minor Gods.
posted 23 July 2008 03:39 AM EDT (US)     4 / 9  
I don't mean a whole new game.
but with legends of middle earth is a game make over, just what u said. i only can't find the word for it.
thus I ment a Game make over

but I only want to know how to make a game want over.
what do u have to change in the .exe file so you can make other .bar files.
for example u just can play the normal aom while legend of middle earth is installed.

>> www.EmjeR.com <<

Mods - EmjeR's eyecandy pack :: Improved Greeks look :: Ghengis Khan - Mods
Programs - BCTool Attachpoint Editor :: BCTool :: Words - Programs
Games - 0 AD :: Stronhold 2 :: BfME 2 - Games
!! Proud member of WildFire Games !!
posted 23 July 2008 06:28 AM EDT (US)     5 / 9  
Think I know:
isn't it aom:z?

>> www.EmjeR.com <<

Mods - EmjeR's eyecandy pack :: Improved Greeks look :: Ghengis Khan - Mods
Programs - BCTool Attachpoint Editor :: BCTool :: Words - Programs
Games - 0 AD :: Stronhold 2 :: BfME 2 - Games
!! Proud member of WildFire Games !!
posted 23 July 2008 08:39 AM EDT (US)     6 / 9  
Go to Diino, because that usually has the latest versions of what I am working on (that is not fit for general release), and download the zpack stuff, it has a Read Me that covers the following (that doesn't always read well on websites). Edit: as the following highlights!!

AOMZmod.exe by Stephen Caines
=============================

AOMZmod is an extension the AOMXmod developed by Ykkrosh to enable additional bar files to be loaded during the AOMX game initialisation process.

This mod further increases the ability to customise AOMX by utilising different file names for the main controlling files within the game.

A summary of the changes made is:


EXE ADDRESSNEW FILE REFERENCEFILE REPLACEDNOTES
===============================================
0x60a780NOT IMPLEMENTEDstartup/gamex.cfgThis reference has NOT been changed but could be if customised
console commands are used.

0x60a7eadata\techtreez.xmldata\techtreex.xmlThis reference will compile a new techtreez.xmb if the .xml version
is resident in the data folder.

0x60a80cdata\protoz.xmldata\protox.xmlThis reference will compile a new protoz.xmb if the .xml version
is resident in the data folder.

0x60a832data\techtreez.xmbdata\techtreex.xmbCustom technologies.

0x60a879data\protoz.xmbdata\protox.xmbCustom proto units.

0x60ca8edata\faketechtreez.xmldata\faketechtreecosts.xmlCustom cost-override table.

0x60cac9data\zzfaketechtree.xmldata\uifaketechtree.xmlCustom in-game help.

0x60ccdadata\majorgodz.xmldata\majorgods.xmlMajor god definition.

0x60df24zbarlst.txtbarlist.txtList of all custom .bar files to be loaded.

0x60e030splashm.bmpsplashx.bmpInitial Start up image. See sample.

0x60e20aloadingzNNNN.bmploadingxNNNN.bmpBackground screen during game loading. Four versions of the bitmap
are required to support different screen types 640, 800, 1024 and
1280. See samples.

0x60e28cavi\zplaylist.aomavi\playlist.aomList of in-game music files.

0x60e350zpacklanguage.dllxpacklanguage.dllIn-game Text file.

0x61892dxpack/xmusic/MenuSong.mp3Menu Background Track.

0x6198b0music/interface/PostGameSong1Song list for post game screen
music/interface/PostGameSong2
music/interface/PostGameSong3

0x61c4aedata\techtreez.xmbdata\techtreex.xmbCustom technologies. Must be same as 0x60a832.

0x61c606data\minorgodz.xmldata\minorgods.xmlMinor God definitions.

0x61d7e3data\aomztransform.xmldata\unittransform.xmlUnit swap definitions.

0x620771AOMZai*.xmlAOMXai.*xmlResets prefix for player stance ai files. Used to allow the loading
of customised AI scripts. These files should be created with the naming format "AOMZai010 Description", "AOMZai020 Description", etc.

0x621d9bdata\protoz.xmldata\protox.xmlCustom Proto Units. Must be the same as 0x60a80c.

0x62220bstartup\usez.cfgstartup\user.cfgCustomer user config file. Used to define menu backgrounds.

0x622264NOT IMPLEMENTEDstartup/gamex.cfgThis reference has NOT been changed but could be if customised
console commands are used. Must be same as 0x60a780.

0x626669avi\zplaylist.aomavi\playlist.aomList of in-game music files.

0x631bfcdata\relicsz.xmldata\relics2.xmlCustom list of relic technologies.

0x631cd2history2\table of contentx.xmlCustom History Table of Contents.

history2\table of contents.xml

Other Files of Interest
=======================

To customise credits within your modified game you need to edit data\uiprogramenew.xmb to point it to a new credits file (the default is avi/xcredits.aom. This file just contains the name of a .bik file and you can make new ones by dowloading Bink from their website.

[This message has been edited by Stephen Caines (edited 07-23-2008 @ 08:50 AM).]

posted 24 July 2008 03:42 AM EDT (US)     7 / 9  
and is it possible to change the names of the zpack_....bar files?

>> www.EmjeR.com <<

Mods - EmjeR's eyecandy pack :: Improved Greeks look :: Ghengis Khan - Mods
Programs - BCTool Attachpoint Editor :: BCTool :: Words - Programs
Games - 0 AD :: Stronhold 2 :: BfME 2 - Games
!! Proud member of WildFire Games !!
posted 24 July 2008 06:20 AM EDT (US)     8 / 9  
You can change the name of the list. The actual .bat names are whatever you want. You just define these in reverse loading order in the nominated barlist.txt.
posted 24 July 2008 03:29 PM EDT (US)     9 / 9  
ok ty

>> www.EmjeR.com <<

Mods - EmjeR's eyecandy pack :: Improved Greeks look :: Ghengis Khan - Mods
Programs - BCTool Attachpoint Editor :: BCTool :: Words - Programs
Games - 0 AD :: Stronhold 2 :: BfME 2 - Games
!! Proud member of WildFire Games !!
Age of Mythology Heaven » Forums » Modding and Scripting » new aom game(or somthing like that)
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