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Topic Subject: The Unknowns
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posted 09-03-04 05:41 PM EDT (US)   
These are the unknowns that I have been able to figure out:

(This list is incomplete, there are some more things I have figured out, but I didn't write them down. So I don't really remember some of them. I will add them as I find them again.)

If, perchance, you see anything incorrect, please tell me.

= = = = = Types/Classes = = = = = = = = = = = = = = = = = =
- Tech Levels -
0 Tech Level 1
1 Tech Level 2
2 Tech Level 3
3 Tech Level 4

- Resources Types -
0 Food
1 Carbon
2 Ore
3 Nova

- Civ Numbers -
00 NATURE (ALL)
01 Empire
02 Gungans
03 Rebels
04 Naboo
05 Trade Federation
06 Wookiees
07 Confederacy
08 Republic

- Unit Types -
10 Non-Selectable objects
20 Effects
30 Some effects and dead units
60 Projectiles
70 Units
80 Buildings

- Unit Classes -
01 Bantha/Nerf
04 Huntable Animals (Passive)
05 Predator
06 Wall
07 Farm
08 Gate
09 Anti-Air Turret
0a Turret
0b Artillery Ship
0d Destroyer
0e Utility Trawler
0f Frigate
10 Anti-Air Ship
11 Transport Ship
12 Building
14 Projectiles, Dead Units, Effects
15 ENGINE HOLD THIS (No idea what it is, but, unit 826 is the only one of this class.)
16 Cliff
17 Fish
19 Shore Fish
1a Flags
1b Forage Bush
1c Holocron
1d Nova Deposite
1e Ore Deposite
1f Carbon Deposite
20 Artillery
21 Anti-Air Mobile
22 Packed Cannon
23 Pummel
24 Unpacked Cannon
27 Frigate
28 Anti-Air Ship
2a Unselectable Objects
2b Bomber
2c Bounty Hunter
2e Non-Attacking Trooper
2d Trade Unit
2f Scout
30 Air Craft
31 Grenade Trooper
32 Jedi/Sith
33 Jedi/Sith With Holocron
34 Laser Trooper
35 Mech
36 Medic
37 Anti-Air Trooper
38 Mounted Trooper
39 Mobile Shields
3a Worker
3b Air Transport
3c Huntable Animals (Agressive)
3d Power Droid
3e Air cruiser
3f Geonosian Warrior Class
40 Jedi Starfighter

- Armor/Attack -
0 Fighters
2 Hvy Weapons
5 Bounty Hunters
6 Mechs
11 Buildings
14 Troopers
15 Mounted Troopers
19 Workers
23 Air Cruisers
30 Jedi/Sith

- - - - - Techs - - - - - - - - - - - - - - - - - - - - - -
research_*_unknown01:
Contains the good stuff.

research_*_name1_length:
Should be 1 greater than the number of characters in "research_*_name1:"

research_*_name1:
The primary name of the tech, possibly for the AI.

research_*_name2_length:
Should be 1 greater than the number of characters in "research_*_name2:"

research_*_name2:
The secondary name of the tech, possibly for the AI.

- Unknown01 -
Age: 1st value
The Tech Level that this tech is avalible in.

Requirements: 3rd and 4th Values
3rd Value: The number of the tech that is required to make this tech availible (CANNOT exceed 256).
4th Value: The number you place here is mulitpied by 256 and added to the 3rd Value.

Costs: 13th - 27th Values
You can have at most three types and amounts of resources used when you research a tech. All three of these costs are in a row starting from the 13th value. For each cost there are five numbers involved:

1st: The Type
2nd: Not sure, but it's always 0 on a cost that is used, and -1 on a cost that isn't used.
3rd: Amount (CANNOT exceed 256).
4th: What ever number you put here is multiplied by 256 and added to the number you put in the 3rd.
5th: Whether or not this cost is used (-1 No, 1 Yes).

Examples:
0 Food, 0 Carbon, 0 Ore, 10 Nova: 3 0 10 0 0 0 0 -1 -1 0 0 0 -1 -1 0
50 Food, 50 Carbon, 50 Ore, 0 Nova: 0 0 50 0 1 1 0 50 0 1 2 0 50 0 1
2500 Food, 2500 Carbon, 2500 Ore, 0 Nova: 0 0 196 9 1 1 0 196 9 1 2 0 196 9 1

Civ Specific: 30th Value
Sets which civ can research this tech.

Where to research: 34th Value
Sets wich unit or building this tech is researched at. (NOTE: That unit must be able to support Tech research. That will be explained else where.
45 Shipyard
49 Hvy Weapons Factory
82 Fortress
87 Troop Center
101 Mech Factory
103 War Center
104 Jedi/Sith Temple
109 Comand Center
209 Research Center

Language: 38th Value
What entery in the language file to use as the discription of the tech.

Time to Research: 40th Value
Sets how many seconds of game-time are needed to research this tech.

Area Of Effect: 42th Value.
What this tech does.

I am working on it. I still haven't been able to isolate the exact values and thier effects.

Icon: 46th Value
Sets which frame of the Tech Icon Slps to use. Put in one less than the number of the frame you want to show up as the Icon. (Example: 0 gets frame 1, 1 gets frame 2.)

Slps: (In Interfac_x1.drs)
53261 Empire's
53262 Gungans'
53263 Rebels'
53264 Naboo's
53265 Trade Federation's
53266 Wookiees'
53267 Republic's
53268 Confederacy's

Button Slot: 48th Value
Sets the slot on the interface to use. (13, 14, and 15 are taken.)
1 2 3 4
5 6 7 8
9 10 11 12
* * * 16

= = = = = Various Unknowns of Interest = = = = = = = = = =
civ_*_unknown04: (This Unknown is in the civ header files.)
12th Value: Starting pop limit numbers
**th Value: Powercore Range
**th Value: Shield Generator Range
37th Value: Amount of food on a Farm
89th Value: Amount of food on an Aqua Harvester
192th Value: Holocron Nova rate

# # # # # Unknowns in civ*units.txt # # # # # # # # # # # #
= = = = = Specific Unknowns = = = = = = = = = = = = = = = =
- - - - - Units - - - - - - - - - - - - - - - - - - - - - -
civ_*_unit_****_unknown32_01:
1st Value: Maximum Range
2nd Value: Blast Radius

civ_*_unit_****_unknown32_02:
The Percent Accurracy of this UNIT's attacks against stationary targets.

civ_*_unit_****_unknown32_03:
2nd Value: Delay after graphics to create the projectile.

civ_*_unit_****_unknown32_04:
The point at which to create the projectile (XYZ).
Relitive to the dirrection the unit is facing.
1st Value: Left and Right
2nd Value: Forward and Backward
3rd Value: Up and Down

civ_*_unit_****_unknown32_06:
More projectile and range data.
1st Value: Minimum Range
2nd Value: The amount by which a unit misses

civ_*_unit_****_unknown35_05:
Data for the creation of this unit
1st Value: The ID of the building that this unit is created at
2nd Value: Button slot (1-15, 13 and 14 are taken, 16 is tha same as 1)

civ_*_unit_****_unknown35_07:
Hero data.
There is either a 2, 3, 4, or 5 here. (I don't yet know what they do, it's on my to do list).
If you add 256 to what ever number is here, this unit is a Hero.
(How to set the rate at which they heal is unknown right now.)

- - - - - Buildings - - - - - - - - - - - - - - - - - - - -
civ_*_unit_****_unknown29_02:
The range of a BUILDING's attack.

civ_*_unit_****_unknown29_03:
BUILDING anti-air projectile.

civ_*_unit_****_unknown36_11:
Contains data concerning BUILDING garrison. (You must Set both 36_11 and 36_12 for a building to garrison units.)

civ_*_unit_****_unknown36_12:
BUILDING garrison type.
7 Bunker
11 Turret, Command Center
15 Fortress

civ_*_unit_****_unknown36_13:
The rate UNITS heal when garrisoned in this BUILDING. (Hit Point's per second of game time.)

civ_*_unit_****_unknown33_08:
Cost of the building. There costs, three numbers per cost.
1st Value: Type
2nd Value: Amount
3rd Value: Used (Yes: 1, No: 0)

10th Value: Time in game seconds required to build this building.

civ_*_unit_****_unknown33_09:
Button slot. 1 - 16. (16 is the same as 1.)

civ_*_unit_****_unknown33_06:
Contains Armor displayed, and two unknowns.
2nd Value: Armor displayed.

civ_*_unit_****_unknown33_18:
Contains Durra Armor displayed, and one unknown.
1st Value: Durra Armor Displayed

- - - - - Projectiles - - - - - - - - - - - - - - - - - - -
civ_*_unit_****_unknown31_09:
Some projectile interaction with units
1st Value: Used to strech the projectile out, like the Decimator's.
2nd Value: Whether or not a projectile will compensate for movement. (0 No, 1 Yes)
3rd Value: Display of animation when this projectile hits it's target.
4th Value: Whether or not this projectile passes through it's target. (0 No, 1 Yes)

= = = = =Unknowns For All Types = = = = = = = = = = = = = =
civ_*_unit_****_type:
The type of unit.

civ_*_unit_****_unknown01:
3rd Value: Sets Unit Class, Special Effects, Behavior, and Buttons available to that unit (i.e. Attack Ground).

civ_*_unit_****_zero_01:
Changing this has a very strange effect. Dead units don't really die!!!

civ_*_unit_****_unknown02_03:
Physics of the unit. (How big it is, how far from the center Blaster bolts hit.)
1st Value: Left and Right
2nd Value: Forward and Backward
3rd Value: Hight Of the Hp Bar

civ_*_unit_****_unknown02_18:
How much of your population this unit occupies.

civ_*_unit_****_sounds01:
Sounds to be used by this unit when it is placed in the Scenario Editor, or created.

civ_*_unit_****_unknown02_08:
Size in the Scenario Editor.
1st Value: Left and Right
2nd Value: Forward and Backward

civ_*_unit_****_unknown02_09_04:
Whether or not the unit "flies" (passes over all terrian and solid objects).
0 Walking (Limited to "walkable" terrian.)
1 Flying (Over ALL terrian types and through solid objects.)

civ_*_unit_****_unknown02_09_05:
On workers, the amount of resources they can carry.

civ_*_unit_****_unknown02_13:
Contains data regarding Special abilities of units (SHIELDS, DETECTOR, STEALTH), Garrison Display, and the Civ it appears for in the Scenario Editor, whether the unit has a circle or a square when slected, the drawing of the outline when a unit is behind it, and wheter or not to display the Hp bar.
21st Value: Attributes of the Unit
20 Biological
10 Mechanical
40 Self Shielding
04 Stealth
08 Detector
0c Steath and Detector
(Example: A unit with Stealth, Detector, and Shielding: Bio: 6c Mech: 5c)

22nd Value: Civ that gets this unit in the Scen. Editor

18th Value: Oulines
01 Draws outlines of this unit when it is behind a unit that has "02".
02 Units that with "01" standing behind this unit have outlines drawn.

26th Value: Hp bar
00 Displays Hp bar
02 Doesn't dispaly Hp bar.

civ_*_unit_****_unknown02_14:
1st Value: Size of slection ring/box.
2nd Value: How high above the unit the Hp bar is

civ_*_unit_****_unknown02_15:
On RESOURCES, the type of resources this RESOURCE holds.

civ_*_unit_****_unknown02_16:
On RESOURCES, the amount of resources this RESOURCES has. On BUILDINGS, how much population they support.

civ_*_unit_****_sounds02:
Sounds used by this unit when it is selected.

civ_*_unit_****_unknown21:
2nd Value: Rate (Used for Cargo HoverCraft, Workers, Utility Trawlers, and Animal Nurseries.)

civ_*_unit_****_attack_numtypes:
The number of Class/Data Pairs for "civ_*_unit_****_attack_data:".

civ_*_unit_****_attack_data:
The ATTACK data of that unit. Class then data, in pairs. (All other classes get ADDED to the 3 and 4.)
3 Base (Ranged - Use this one if the unit is a Ranged unit)
4 Base (Melee - Use this number if the unit is a Melee unit)

civ_*_unit_****_armour_numtypes:
The number af Class/Data Pairs for "civ_*_unit_****_armour_data:".

civ_*_unit_****_armour_data:
The ARMOR of that unit. Class then data, in pairs. (All other clases get ADDED to 3 and 4.)
3 Dura (Base)
4 Melee (Base)

civ_*_unit_****_unknown36_09:
Don't touch this one, ANY changes causes the game to crash.

civ_*_unit_****_duraarmour_displayed:
The displayed Dura-Armor.

= = = = = Unknowns That Never Change = = = = = = = = = = =
civ_*_unit_****_minus1_01:
civ_*_unit_****_minus1_02:
civ_*_unit_****_unknown27:
civ_*_unit_****_unknown28:
civ_*_unit_****_unknown36_07:
civ_*_unit_****_unknown36_08:
civ_*_unit_****_unknown36_10:
civ_*_unit_****_unknown36_14:
civ_*_unit_****_unknown36_15:

# # # # # Fast Bike Error Fix # # # # # # # # # # # # # # #
Put this text in the patches file:

unitline_2_name_length: 18
unitline_3_name_length: 18
unitline_4_name_length: 17
unitline_10_name_length: 20
unitline_11_name_length: 19
unitline_12_name_length: 16
unitline_13_name_length: 18
unitline_14_name_length: 20
unitline_15_name_length: 21
unitline_16_name_length: 19
unitline_17_name_length: 15
unitline_18_name_length: 19
unitline_19_name_length: 18
unitline_20_name_length: 15
unitline_21_name_length: 17
unitline_22_name_length: 19
unitline_23_name_length: 21
unitline_24_name_length: 18
unitline_25_name_length: 17
unitline_26_name_length: 18
unitline_27_name_length: 20
unitline_28_name_length: 19
unitline_29_name_length: 18
unitline_30_name_length: 15
unitline_31_name_length: 19
unitline_32_name_length: 17
unitline_33_name_length: 16
unitline_34_name_length: 18
unitline_35_name_length: 16
unitline_36_name_length: 16
unitline_37_name_length: 16
unitline_38_name_length: 18
unitline_39_name_length: 18
unitline_40_name_length: 17
unitline_41_name_length: 18
unitline_42_name_length: 18
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

If you know what an unknown does, and it is not lised here, tell me, I'll add it in.
(Make 100% sure you KNOW beyond a shadow of a doubt, no speculation please.)

If you have any questions about the unknowns, I'll see if I can answer them.

If you want GeniEd 1, download it from here:
http://games.build-a.com/swgb/files/geniedexe.zip

[This message has been edited by Mandalorian (edited 07-09-2005 @ 02:07 AM).]

Replies:
posted 09-04-04 00:25 AM EDT (US)     1 / 90  
Are you going to help Ivy create a New Civ? Cause you got the right mind for it.

Peace is a lie, there is only passion, Through passion, I gain strength,Through strength, I gain power, Through power, I gain victory, Through victory, my chains are broken, The Force shall free me. The Sith code
posted 09-04-04 01:24 AM EDT (US)     2 / 90  
have you think in maybe make a new "genie", using the 'ease' interface like the stats editor (last creation of Ykkrosh) but adding all these new features? ykkrosh say that since he made a editor for SWGBG and AoE he didnt put many things, maybe its possible to make one just for SWGBG. I dont whant give you more work, is just an idea
posted 09-04-04 06:46 PM EDT (US)     3 / 90  
Ice Man,

No. That would be a MASSIVE project, I would never undertake a project of that scale by myself. (If a few others as good as me, or better, with GeniEd were to help, than I would consider it.)

Besides, If I were to endevor to add a civ, It would be more than just one, at least three: Mandalorians, Sith Empire, Vong.

Cafa,

Sorry, I know VERY little about programing. I know a fair amount about the GeniEd (how to use it, nothing about it's programing...), so talk to Mace or Ykkrosh about that. I'm afraid I can't help you there.

posted 09-05-04 08:33 AM EDT (US)     4 / 90  
Excellent
posted 09-06-04 03:20 PM EDT (US)     5 / 90  
Modderators,

Can I have this thread "stickied"? I plan to keep updating it, but it keeps running away on me down the list all the time, since there is no real reason for any one to post on it.

Thank you.

posted 09-06-04 04:11 PM EDT (US)     6 / 90  
*Immitates Spider-Man*

I think this is worthy


Mace
posted 09-06-04 04:26 PM EDT (US)     7 / 90  
Thanks Mace.
posted 09-08-04 08:06 PM EDT (US)     8 / 90  
Nice job Mandalorian.
posted 09-09-04 06:15 PM EDT (US)     9 / 90  
There, I added a section on techs! It's almost complete, just two more things to figure out... Language, and Area of Effect.
posted 09-10-04 07:06 PM EDT (US)     10 / 90  
Awesome work Mandalorian.

Quote:

(This list is incomplete, there are some more things I have figured out, but I didn't write them down. So I don't really remember some of them. I will add them as I find them again.)


BTW, How do you change Blast Radius?
posted 09-10-04 10:46 PM EDT (US)     11 / 90  
I just noticed an error in my unknowns...

Turbo,
Blast radius (NOT minimum range) is second number of unknown32_01.

posted 09-11-04 10:28 AM EDT (US)     12 / 90  
NICE JOB! I had a feeling this would happen in time. Great work Mandalorian!

wow i barely remember bbcode. this is a dumb placeholder sig
posted 09-11-04 10:29 AM EDT (US)     13 / 90  
Mandolorian is the Second god of the modding community, Invy is the first.

-----------:::(=Devious=):::-----------
posted 09-11-04 11:19 AM EDT (US)     14 / 90  
You can't really compare them. One does graphics, the other genie modding.

Mace
posted 09-11-04 01:03 PM EDT (US)     15 / 90  
nice new sig mace!

<:-DarthRudeBoy!-:>
<:-TheChiss0.1%-:>
<:-No Current Design group-:>
<:-GTAGalaxies-:>

Looking for Decent modding design group.
posted 09-11-04 03:43 PM EDT (US)     16 / 90  

Quote:

nice new sig mace!

Pfft.

posted 09-11-04 03:43 PM EDT (US)     17 / 90  
It's a ripoff of Wok's old one.

Mace
posted 09-11-04 03:47 PM EDT (US)     18 / 90  
Old?

Wok?
posted 09-11-04 03:48 PM EDT (US)     19 / 90  
Correction, current.

Mace
posted 09-11-04 03:52 PM EDT (US)     20 / 90  
lol

<:-DarthRudeBoy!-:>
<:-TheChiss0.1%-:>
<:-No Current Design group-:>
<:-GTAGalaxies-:>

Looking for Decent modding design group.
posted 09-11-04 04:03 PM EDT (US)     21 / 90  
I added something that might be interesting: Population Cost!

Edit:
And I also just found flight!

[This message has been edited by Mandalorian (edited 09-11-2004 @ 04:23 PM).]

posted 09-12-04 03:55 PM EDT (US)     22 / 90  
FLIGHT WOULD ABSOULETLY MAKE THE CAMPAIGN IM MAKEING THE BEST CAMPAIGN EVER!

PLEASE POST IT...AND EXPLAIN HOW TO EDIT GENIE....!


"Asteroids do not concern me, Admiral. I want
that ship, not excuses." - Darth Vader
"Sorry, I'll quit modeling astroids and model the Falcon. Jeez, you're pretty pushhhh........"

Quoted from Blazer_003 of Blenderwars.com
Blender rocks.

posted 09-12-04 04:18 PM EDT (US)     23 / 90  
Topgunpilot,

How to make a unit "Fly", by which I mean, passing over all terrian types (like an aircraft), is posted above in the list of interpreted unknowns (civ_*_unit_****_unknown02_09_04).

As to explning how to edit the genie... What do you mean?

[This message has been edited by Mandalorian (edited 09-12-2004 @ 04:19 PM).]

posted 09-12-04 04:23 PM EDT (US)     24 / 90  
L:et me put it this way: I do not know how to use genie ed 1 or anything....how do I change a the genie file to make a unit fly?

"Asteroids do not concern me, Admiral. I want
that ship, not excuses." - Darth Vader
"Sorry, I'll quit modeling astroids and model the Falcon. Jeez, you're pretty pushhhh........"

Quoted from Blazer_003 of Blenderwars.com
Blender rocks.

posted 09-12-04 04:40 PM EDT (US)     25 / 90  
There is a guide to using GeniEd 1 somewhere on this site (written by Mace, but it doesn't include a guide to what the unknowns do, just tells you how to use the program). It also has a link to download it, as I recall (if you don't allready have it).

When you get it, and figure out how to use it, change "civ_*_unit_****_unknown02_09_04: 0" to be
"civ_*_unit_****_unknown02_09_04: 1". Do this for all civs (0 through 8) on that unit. It will look kind of like this:

civ_0_unit_1317_unknown02_09_04: 1
civ_1_unit_1317_unknown02_09_04: 1
civ_2_unit_1317_unknown02_09_04: 1
civ_3_unit_1317_unknown02_09_04: 1
civ_4_unit_1317_unknown02_09_04: 1
civ_5_unit_1317_unknown02_09_04: 1
civ_6_unit_1317_unknown02_09_04: 1
civ_7_unit_1317_unknown02_09_04: 1
civ_8_unit_1317_unknown02_09_04: 1

This makes Boba Fett (Unit Number 1317) able to walk on ALL terians. Lava, water, space, trees, the whole nine yards (just like the Imperial Probot).

Please note that this unit is still a ground unit. It doesn't become an aircraft. But, it now can go over ALL terrians, and is by no means limited by its enviorment.

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