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AoW2/SM Mod Making
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Topic Subject: Changing abilities given by racial buildings
posted 03-21-05 11:56 AM EDT (US)   
I figured out how to change abilities given by Human, Tigran, Draconian, Frostling and Orc racial buildings. It requires modification of the AoWSM.exe file.

I asked Swolte if we can do it in the unofficial patch and (after a consultation with Lennart) he answered that modifying the executables is not allowed in the patch, but we can do it in "private" mods.

@Mods: Can we discuss such things here?

Replies:
posted 03-21-05 01:34 PM EDT (US)     1 / 29  
Wow that's great PawelS!

I like humans to get +2 res and willpower from crusader.
Tigrans remove their bonus and give them fire strike or ignition and fire immunity or fire halo.
Frostlings I would want to have fire immunity or cold strike.
Draconians and Orcs don't need any changes.

posted 03-21-05 01:49 PM EDT (US)     2 / 29  
CoC doesn't list hacking the exe as a violation, though I think the EULA does have something to that extend in it.

I wouldn't have thought to get official approval for it because of that, but a discussion about this should be ok. We have hacked other files before and disucced it in the mod forum -- I think --.

What kind of modifications are possible? A swap of Abilities? Instead of granting the Humans the Crusader Ability, give them the Flying Ability? (silly example!!) Or are we limited to Abilities other Racial Buildings are using?

Your list seems limited to the Races which gain a new Unit Ability, as opposed to other benefits, e.g. Regenerate Walls, or Holy Light.
Human - Crusader (does it give Willpower seperately?)
Tigran - Vision I
Draconian - Regeneration
Frostling - Fire Protection
Orc - Life Stealing

I guess once the moderators give their official ok we'll get more details?


--------------------------
CoC - Code of Conduct
EULA - End User License Agreement


It is roaming the depths in eternal hunger, devouring all and everything, far from the light, lost in the shadows, alone, wandering, searching, evermore...
posted 03-21-05 01:53 PM EDT (US)     3 / 29  
ZE tigrans also have concealment in town or does that not work like sanctum does not?
posted 03-21-05 02:12 PM EDT (US)     4 / 29  
I tried to read the EULA to find this out, but I couldn't dig through the legal language...

I can only change the abilities given to produced units, not other bonuses given by racial buildings. They can be changed to any abilities that are in the game. Humans get 2 abilities (Crusader and Willpower), so they can be changed to 2 other abilities.

I can't give Humans +2 RES unless they get an ability that gives +2 RES (like Blessed).

I think Life Stealing is too powerful, so I'm going to give the Orcs Fury (which will be something like +2 ATT/+2 DAM/-1 DEF/-1 RES in my mod).

Also I don't like the idea to give Forstlings Fire Protection - maybe I'll give them Lightning Protection/Immunity or something.

posted 03-21-05 02:38 PM EDT (US)     5 / 29  

Quote:

tigrans also have concealment in town


That's something special about that town, it's not a permanent Ability given to the produced Units. As PawelS said, that can't be changed.

It is roaming the depths in eternal hunger, devouring all and everything, far from the light, lost in the shadows, alone, wandering, searching, evermore...
posted 03-21-05 03:35 PM EDT (US)     6 / 29  
What do you think of mountainering for frostlings and extra strike for humans? Remove other bonuses.
posted 03-21-05 03:47 PM EDT (US)     7 / 29  
It should be in a Licence agreement somewhere. For now, keep it to private modding and I would advice to not blow the discussion up too much into a crusade for exe changes. Publishers might not like the idea of tinkerings with the code and HG tries to remain in good relations with game-developers, etc. Feel free to email me with questions you have, though I am afraid I won't have much more to add than this.

(And as long as the discussions do not delve into matters as disabling copy-protection technology here, I will keep my eyes closed, so go ahead!
)



Get the unofficial Patch v1.4. here!
My best AoW-Sm map: Drums of Death (This is the multiplayer version; for single player, or AI use different version)
Other proud AoW-sm maps: The Key of Kharzul, The Fight for Light, Waikiti Island, Goldrush Mountains
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Coordinator of the v1.4 and v1.5 patchteams, Seraph of AoWHeaven, PBEM Singles Champion 2008
posted 03-21-05 03:50 PM EDT (US)     8 / 29  
I hope that Fury also gives Willpower in your mod?. Otherwise, the already low-res Orcs will be even more prone to ranged magical attacks and other special attacks (entangle, web, poison, seduce, etc).

Maybe for Frostlings, you could give Snow Concealment to all units and have one more unit (other than the witch and doom wolf) with path of frost. Would really make those armies invisible.

Even the Elves building doesn't do much. Maybe you can give Life Domain as a trait so that units produced after building that Secret Glade heal at twice the normal rate?.

posted 03-21-05 04:13 PM EDT (US)     9 / 29  
If I would copy this file to another mod then I will be able to change fury that will be in orcs racial building to the stats I want, right?
posted 03-21-05 09:37 PM EDT (US)     10 / 29  

Quoted from Tearion:

What do you think of mountainering for frostlings and extra strike for humans? Remove other bonuses.

The problem is that humans MUST get 2 abilities - I can't remove abilities given to produced units, I can only replace them with other abilities.

Quoted from Timelord:

I hope that Fury also gives Willpower in your mod?

It can't be changed AFAIK

Quoted from Timelord:

Otherwise, the already low-res Orcs will be even more prone to ranged magical attacks and other special attacks (entangle, web, poison, seduce, etc).

I didn't say that the Orc units in my mod will be the same as in the original version. BTW all races should have some strengths and weaknesses.

Quoted from Timelord:

Maybe for Frostlings, you could give Snow Concealment to all units and have one more unit (other than the witch and doom wolf) with path of frost. Would really make those armies invisible.

Good idea. Mountaineering is also interesting. I'll have to think about it when making my mod (I'll start working on it after the unofficial patch is released).

Quoted from Timelord:

Even the Elves building doesn't do much. Maybe you can give Life Domain as a trait so that units produced after building that Secret Glade heal at twice the normal rate?

Unfortunately I can't add abilities for produced units to buildings that don't give them in the standard vesion.

But I'll add some mana/research/production/gold/hapiness bonuses to all racial buildings. (Growth bonus won't be useful because these buildings will be available at the City size only.)

Quoted from Tearion:

If I would copy this file to another mod then I will be able to change fury that will be in orcs racial building to the stats I want, right?

You'll have to copy the file to the main AoWSM directory, not to a mod (but you can give it a different name and retain the original file so you can run either version of the game). Of course it will use the current mod settings, so you can change the fury modifiers.

posted 03-21-05 10:05 PM EDT (US)     11 / 29  
So you wouldn't be able to give Archon units +6 move then. Only pre-existing abilities.

Wait, just re-read what you said and the Archons are still screwed. Damn.

[This message has been edited by BrotherAlpha (edited 03-21-2005 @ 10:08 PM).]

posted 03-22-05 02:24 AM EDT (US)     12 / 29  
PavelS, if you make such a mod, you must understand that not every your enchantment will be accepted by everybody. I think that only crusader should be corrected (replaced). Could you make several separate files, each of these, makes modifications for a single race? Or may a possibility of choosing which bonuses give to any race.
Death protection for humans - is quite a bonus which suits chapter house.
Mirage may give blurr. Isn't blurr a kind of mirage? Tigrans deserve substantial bonus since their 3-level units are not very tough.
I think that fire protection IS a bonus for frostlings. When used with liquid form it is really cool. Then don't forget that there are many attack of fire Fire domain, fire bolts, ignition, fire blowing and breath. So when consider that the bonus should not be too powerful, then fire protection is quite all right. It's worse than lifestealing, but much better than undead or archon enchantments. By the way Eti is not a bad unit at all. I also like to build ballistas with fire protection.

[This message has been edited by Webusver (edited 03-22-2005 @ 02:46 AM).]

posted 03-22-05 03:28 AM EDT (US)     13 / 29  
Just adding enchant weapon on the units is easy to get rid of the very expensive liquid forms physical protection and fire protection.
posted 03-22-05 07:35 AM EDT (US)     14 / 29  
Err, guys...

There is one point no one else has figured out, yet.

Once you have started tinkering with radical things like changing the EXEs, there is no reason why you shouldn't swap the racial buildings between races. Names may be freely changed with MLDEdit, since you are going to alter the default settings of the game anyway (the EXE!).

Try it, it will work, and the AI still builds racial buildings after the swap. I have tested it extensively in my mod.

Frex, if you want to give the Archons a decent bonus, simply swap Sanctum and Blood Totem in the editor, rename Blood Totem as Sanctum and Sanctum as Blood Totem in MLDEdit, then change Blood Totem bonus to, say, Haste. Et voila, here are your turbo-Archons. Of course it is now the Orcs that are screwed with the useless building


Paolo Guccione
Alephtar Games
posted 03-22-05 09:07 AM EDT (US)     15 / 29  
Just swapping is not interesting. I can assign blood totem to any ONE race. I can assign any creature to be built there, but how can I change the ability of lifestealing to haste?

[This message has been edited by Webusver (edited 03-22-2005 @ 09:08 AM).]

posted 03-22-05 09:43 AM EDT (US)     16 / 29  
Should I post a detailed tutorial how to change the abitities here?

A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 03-22-05 09:47 AM EDT (US)     17 / 29  
posted 03-22-05 11:26 AM EDT (US)     18 / 29  
(I hope Swolte won't get very angry )

1. You need an ability ID list. I've made one, but there are descripitons instead of ability names in it. You have to figure out the ability from the description. (If the code font size is too small for you, change the text size in your browser.)

00 00 Allows the Unit to travel across normal Terrain.
01 00 Allows the Unit to Fly across all Terrain.
02 00 Allows the Unit to travel across Water.
03 00 Allows the Unit to travel through Forests without penalty.
04 00 Allows the Unit to travel Underground without penalty.
05 00 Allows the Unit to travel over Mountains without penalty.
06 00 The Unit is Immune to Magic Damage.
07 00 The Unit is Immune to Fire Damage.
08 00 The Unit is Immune to Cold Damage.
09 00 The Unit is Immune to Lightning Damage.
0a 00 The Unit is Immune to Poison Damage.
0b 00 The Unit is Immune to Death Damage.
0c 00 The Unit is Immune to Holy Damage.
0d 00 The Unit is Immune to Physical Damage.
0e 00 Bestows Fire damage upon the Unit's attacks.
0f 00 Bestows Cold damage upon the Unit's attacks.
10 00 Bestows Lightning damage upon the Unit's attacks.
11 00 Bestows Poison damage upon the Unit's attacks.
12 00 Bestows Death damage upon the Unit's attacks.
13 00 Bestows Holy damage upon the Unit's attacks.
14 00 Bestows Magic damage upon the Unit's attacks.
15 00 Allows the Unit to engage an Enemy in Melee during Combat.
16 00 Fires arrows at an Enemy in Combat.
17 00 Allows the Unit to travel across Water.
18 00 Heaves a huge boulder. Double damage to Structures.
19 00 Slings rocks at an Enemy in Combat.
1a 00 Hides the Terrain from view as the Unit moves over it.
1b 00 Attempts to immobilize an Enemy Unit in sticky webbing.
1c 00 Attempts to take Control of a Unit in Combat.
1d 00 Attempts to take Control of a Unit in Combat.
1e 00 Sprays Fire on to an Area in Combat.
20 00 Gives the Unit +1 ATT +1 DAM on Ranged Attacks per Marksmanship Level.
24 00 The Unit is capable of scaling City Walls.
25 00 Improves the Morale of all Units in the Party.
26 00 Attempts to harm and panic an Undead Enemy Target.
27 00 The Unit has improved Visual Range when in dark locations, such as Underground.
28 00 Attempts to immobilize the Target with clutching vines in Combat.
29 00 The Unit is capable of seeing Hidden Units.
2a 00 The Unit can burrow through Earth Walls when Underground.
2b 00 Burns enemies that strike the unit in Melee combat.
2c 00 Launches a cannonball in Combat. Double damage to Structures.
2d 00 Shoots bullets at an Enemy in Combat.
2e 00 + 1 ATT at Level 1 and 3, + 1 DEF at Level 2.
2f 00 Replenishes the Target's HP by 5-10. (Once per Turn)
30 00 The Unit is under the Control of another Unit.
31 00 The Unit regains full HP at the beginning of each Day.
32 00 The Unit is capable of carrying other Units.
33 00 Gives each Strike a chance to make the enemy Panic.
34 00 Allows the Unit to Cast Spells in Combat.
35 00 Moves the unit to and from the Shadow World.
36 00 Hides the Unit from Sight.
37 00 Fires a beam of paralyzing energy at an Enemy in Combat.
38 00 Gives the Unit +10 Mana for Casting Spells.
39 00 Fires a javelin at an Enemy in Combat.
3a 00 Fires a black javelin at an Enemy in Combat.
3b 00 Allows the Unit to Float across all Terrain.
3c 00 Attempts to remove Magical Enchantments from the Target.
3d 00 Attacks an Enemy with Poisoned Darts in Combat.
3e 00 Spews toxic Poison at an Enemy in Combat.
3f 00 The Unit is a Dragon.
40 00 Allows the Unit to see further. +2 hexes per Level.
41 00 Destroys the Unit, while also damaging surrounding Units in Combat.
42 00 Allows the Unit to Move through Walls with ease.
43 00 Creates an expanded pocket of Domain around the Unit.
44 00 Turns the Terrain to Wasteland as the Unit moves over it.
45 00 Turns the Terrain to Grassland as the Unit moves over it.
46 00 Reduces all Death Damage the Unit takes by 50%.
47 00 Reduces all Fire Damage the Unit takes by 50%.
48 00 Reduces all Holy Damage the Unit takes by 50%.
49 00 Reduces all Poison Damage the Unit takes by 50%.
4a 00 Reduces all Lightning Damage the Unit takes by 50%.
4b 00 Reduces all Magic Damage the Unit takes by 50%.
4c 00 Reduces all Cold Damage the Unit takes by 50%.
4d 00 Reduces all Physical Damage the Unit takes by 50%.
56 00 Breathes Fire on to an Area in Combat.
57 00 Breathes Cold and Ice on to an Area in Combat.
58 00 Breathes Death Magic on to an Area in Combat.
59 00 Breathes Holy Magic on to an Area in Combat.
5a 00 Breathes Poison Gas on to an Area in Combat.
5c 00 The Unit has been shocked by Lightning, and cannot Move.
5d 00 Inflicts upon the Unit -2 RES, Death Weakness, and prevents natural healing.
5e 00 The Unit is held by vines, and cannot Move.
5f 00 Unit is encased in ice for 3 rounds, and cannot Move, until hit.
60 00 Inflicts upon the Unit -2 ATT, -2 DEF, -2 DAM, and -2 RES.
61 00 The Unit is held by webbing, and cannot move.
62 00 Inflicts upon the Unit -2 ATT and -2 DEF.
65 00 Reduces the cost of each hex moved by 1 MP, to as low as 2 MP.
6a 00 During Combat, attempts to burrow the Unit inside of an Enemy to take Control over them.
6b 00 The Unit is now inhabited and Controlled by another Unit.
6c 00 The unit will move about randomly in fear.
6d 00 Turns the Terrain to Snow as the Unit moves over it.
6e 00 The power of belief bestows upon the unit +2 RES and Willpower.
6f 00 Gives the Unit +2 ATT and +2 DAM on their first Melee Strike when Attacking.
70 00 Gives the unit +2 ATT vs Draconians and +5 ATT vs Dragons.
71 00 Adds +5 DEF when facing any Physical Ranged Attack, or the first Enemy Melee Strike.
72 00 Spins the Units in a circle, Attacking all surrounding Units.
73 00 Gives the Unit an additional Strike in Melee Combat.
74 00 Gives the Unit the initial Strike in Melee Combat.
75 00 Creates a new Road for 10 Gold per Hexagon.
76 00 Restores 2 HP to the Unit each time it Hits an Enemy in Melee Combat.
77 00 <NO DESCRIPTION>
78 00 Launches a volley of Death Magic at an Enemy in Combat.
79 00 Launches a volley of Magical energy at an Enemy in Combat.
7a 00 Launches a volley of Ice at an Enemy in Combat.
7b 00 Launches Lightning at an Enemy in Combat.
7c 00 Launches a volley of Holy Magic at an Enemy in Combat.
7f 00 Causes the Unit to suffer -1 HP/Turn and -2 ATT.
80 00 The unit has been resurrected.
81 00 The Unit has been Animated, and will perish at the end of the Battle.
8a 00 Hides the Unit from Sight when on Steppe Terrain.
8b 00 Hides the Unit from Sight when Underground.
8c 00 Hides the Unit from Sight when on Grass Terrain.
8d 00 Hides the Unit from Sight when on Snow Terrain.
8e 00 Hides the Unit from Sight when on Desert Terrain.
8f 00 Hides the Unit from Sight when on Wasteland Terrain.
90 00 Hides the Unit from Sight when in Water.
91 00 Conceals the Unit in vegetation on any Terrain.
92 00 Gives the Unit Willpower, and +3 ATT, +3 DAM vs Evil Units.
93 00 Gives the Unit Willpower, and +2 ATT, +2 DAM vs Good Units.
95 00 The Unit is under the Control of another Unit.
96 00 The Unit is under the Control of another Unit.
98 00 Reduces the cost of each hex moved by 1 MP, to as low as 2 MP.
99 00 Gives the Unit +3 DEF.
9a 00 Gives the Unit +1 ATT, +1 DAM and Magic Strike.
9b 00 The Unit has been Summoned magically.
9c 00 Gives the Unit +2 DAM and Willpower.
9d 00 Allows the Unit to travel across all land without penalty.
9e 00 Gives the Unit +2 RES, +1 DEF and Death Protection.
a0 00 Gives the Unit Willpower, and +3 ATT, +3 DAM vs Evil Units.
a1 00 Gives the Unit Willpower, and +2 ATT, +2 DAM vs Good Units.
a2 00 Conceals the Unit in vegetation on any Terrain.
a3 00 Gives the Unit Fire Immunity, Ignition and Fire Strike.
a4 00 Allows the Unit to travel across Water.
a5 00 Allows the Unit to Float across all Terrain.
a6 00 Gives the Unit Physical Protection and Water Walking.
a9 00 Gives a Unit +1 DAM, +1 RES and Death Strike.
aa 00 The Unit rides a steed.
ab 00 The Unit is an Animal.
ac 00 Unit is Undead, and is Immune to Death Damage, Poison, Fear, and Seduction.
ad 00 Consumes the Unit to Construct a new City.
ae 00 The Unit is within Enemy Domain, and is struck by Fire each Turn.
b0 00 The Unit is within Friendly Domain, and is Healed each Turn.
b4 00 Consumes the Unit to Rebuild a Razed Structure.
b5 00 Gives the Unit Lightning Strike, Lightning Immunity and shocks Enemies that Strike it.
b6 00 Inflicts upon the Unit -2 ATT, -2 DEF, -2 DAM, and -2 RES.
b7 00 The unit is a Caravan, the mobile population of a former city.
b8 00 The illness lowers the unit's ATT, DAM, DEF and RES by 50%.
b9 00 The unit is immune to the effects of Shadow Sickness.
ba 00 The unit is immune to the effects of Shadow Sickness.
bb 00 Consumes the Unit to Construct a new Watchtower.
bc 00 The unit is immune to the effects of Shadow Sickness.
bd 00 Summoned Units heal each Turn and get a +4 to Res.
be 00 <NO DESCRIPTION>
ca 00 Gives the Unit 2 Strikes each Melee Round.
cb 00 The Unit is immune to all forms of Enemy Control.
cc 00 Emits a cloud of steam to Damage surrounding Units in Combat.
cd 00 Gives the Unit a 25% chance to evade any Enemy Melee Strike.
ce 00 Increases all Physical Damage the Unit takes by 50%.
cf 00 Increases all Magic Damage the Unit takes by 50%.
d0 00 Increases all Fire Damage the Unit takes by 50%.
d1 00 Increases all Cold Damage the Unit takes by 50%.
d2 00 Increases all Death Damage the Unit takes by 50%.
d3 00 Increases all Holy Damage the Unit takes by 50%.
d4 00 Increases all Poison Damage the Unit takes by 50%.
d5 00 Increases all Lightning Damage the Unit takes by 50%.
d6 00 Allows the Unit to Damage City Walls with Melee Strikes.
d7 00 Attempts to Destroy an Enemy Machine.
d8 00 Gives each Melee Strike a chance to sap the Target's ability to fight.
d9 00 Inflicts upon the Unit -3 ATT, -3 DAM.
da 00 Teleports the unit to a new location, once per Combat.
db 00 Attempts to take Control over an Animal Unit or Mount.
dc 00 Attempts to lure the Target into attacking the Unit.
dd 00 Shoots a bolt at an Enemy in Combat.
de 00 Replenishes 5-10 HP to the Target Machine.
df 00 Hurls a bladed weapon at an Enemy in Combat.
e0 00 Launches a volley of Fire at an Enemy in Combat.
e1 00 The Unit's Mount is out of control, reducing it's MP by half.
e2 00 The Unit is under the Control of another Unit.
e3 00 The Unit rides an enchanted steed, which is Immune to Enemy Control.
e4 00 Inflicts upon the Unit -4 DEF and -4 RES.
e5 00 When the Unit dies in Combat, Resurrects it 3 Rounds later.
e6 00 Gives the Unit a chance to eat it's Target and regain 1HP*Unit Level, with each Melee Strike.
e7 00 Biting insects inflict -2 HP each Turn.
e8 00 The Unit in enraged at an Enemy, and will attack only it.
ea 00 Poisons Enemies that Strike the Unit.
eb 00 Inflicts upon the Unit -1 to ATT, DEF, DAM & RES, and Fire Weakness.
ec 00 Hurls a burning canister, which bursts into flame at the impact area.
ed 00 When the Unit dies in Combat, Resurrects it 3 Rounds later.
ee 00 Attempts to Trap and Enslave the Target.
ef 00 The unit has been caged, cannot move, and may become Enslaved.
f0 00 Grabs hold of the Target and hurls them away.
f3 00 Gives the Unit a chance to eat it's Target and produce a Larva with each Melee Strike.
f4 00 Excretes a larval offspring, newborn but ready for battle.
f5 00 Transforms the unit into a stronger form when it reaches Gold Medal rank.
f6 00 Attempts to transfer the Target's Magical Enchantments to the unit.
f8 00 Launches a volley of deadly energy at an area in combat.
f9 00 Chucks a spear at the Target, usable once per battle.
fa 00 Blasts an area with a stream of electricity.
fb 00 The unit spins rapidly, damaging and pushing away nearby units.
fc 00 The unit has been pulled to the ground.
fd 00 Gives Good units +2ATT & +1DAM, while giving Evil units -1DEF & -1RES.
fe 00 Gives Evil units +2ATT & +1DAM, while giving Good units -1DEF & -1RES.
ff 00 The unit's ranged attacks suffer a -50% to-hit penalty.
00 01 Makes each hex moved cost +2 Movepoints.
01 01 The unit is uncontrollable, and behaves erratically.
02 01 The unit's ranged attacks ignore obstacles and gain +2 ATT.
03 01 Allows the unit to take the form of the last humanoid Enemy it killed in melee combat.
04 01 Changes the unit's form into that of their last victim.
05 01 The unit is completely unable to move.
06 01 The unit has been enslaved, and is under the control of another unit.
07 01 Strikes out at Enemy Units in all directions.
08 01 Throttles and attempts to Paralyze the Target.
09 01 The unit has a parasite within them, causing Physical Weakness.
0a 01 The parasite burrows into the target, causing Physical Weakness then emerging when the host dies.
0b 01 Gives the breath of life back to a Corpse.
0c 01 Brings the Target back from the dead until killed again or the battle ends.
0d 01 Gives the unit an extra 100% HP, at the cost of death once the battle ends.
0e 01 Attempts to collide with a flying enemy and force them to the ground.
0f 01 Sprays magical dust on to an area in combat, with unpredictable results.
10 01 Negates Willpower on the target, making it vulnerable to mind control.
11 01 Negates Willpower, making the unit vulnerable to mind control.
12 01 Sprays ice on to an area in combat.
13 01 Fires javelins at an Enemy in Combat.
14 01 Transforms the Dragon Hatchling into mature form when it reaches Gold Medal rank.
15 01 Gives the Unit +1 ATT & +1 DAM per level that its target is stronger than it.
16 01 Reuces the unit's Movepoints by half, and inflicts -4 ATT.
17 01 Inflicts upon the unit -3 ATT & DAM, and -2 HP per Round.
18 01 Lets the Target's ranged attacks ignore obstacles and gain +2 ATT.
19 01 Transforms the Hatchling into mature form when it reaches Gold Medal rank.
1a 01 Adds +3 ATT, +3 DAM to melee strikes against mounted and flying enemies.
1b 01 Gives the Unit +2 RES, +1 DEF and Death Protection.

2. You need a hex editor like this freeware one.

3. Before modifying the AoWSM.exe file, make a backup copy of it.

4. Open AoWSM.exe on the hex editor.

5. Go to an approtiate offset and change the ability ID.

Offset list:

Offset (old  Offset (new
1.3 patch) 1.3 patch) Building name and race Default ability

----------- ----------- ------------------------- -----------------------
12BD9F 120B1F Blood Totem (Orc) 76 00 (Life Stealing)
12BDC0 120B40 Midwinter Hut (Frostling) 47 00 (Fire Protection)
12BDDE 120B5E Hydra's Pool (Draconian) 31 00 (Regeneration)
12BDFC 120B7C Mirage (Tigran) 40 00 (Vision)
12BE1C 120B9C Chapter House (Human) 6E 00 (Crusader)
12BE2C 120BAC Chapter House (Human) CB 00 (Willpower)

6. Save the modified file.


A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 03-22-05 11:45 AM EDT (US)     19 / 29  
I will try to edit this.

Do you think it's possible to change the ability of other racial buildings? It would be great if you could figure that out too.

posted 03-22-05 01:26 PM EDT (US)     20 / 29  
PawelS, I assume you 'hacked' the Ability.pfs file to get the mapping you have listed above for the abilities and the their hex representation. If you do the same for Spells.pfs, wouldn't you get a mapping that can be used to modify the racial bonuses of buildings like Hall of Stars, Hall of Darkness, Filth Hole, etc.?
posted 03-22-05 01:37 PM EDT (US)     21 / 29  
Probably you're right, but I also have to find the place in the exe file where these values are stored (and it's not easy).

A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 03-22-05 07:17 PM EDT (US)     22 / 29  
Great sounds, great work! That is a new time area in the AoW modding history.

Quoted from PawelS:

Probably you're right, but I also have to find the place in the exe file where these values are stored (and it's not easy).


You are the chosen one, that prophesied, you must believe in you! Neo will reach it! The Matrix has you!

[This message has been edited by firegolem (edited 03-22-2005 @ 11:53 PM).]

posted 03-23-05 02:02 AM EDT (US)     23 / 29  
posted 03-24-05 12:18 PM EDT (US)     24 / 29  
A list of combat spells provided by racial buildings:

Stone Menders (Dwarves): Regenerate Walls
Filth Hole (Goblins): Mud
Hall of the Doomed (Undead): Animate Dead
Hall of Stars (Syrons): Holy Light
Hall of Darkness (Shadow Demons): Unholy Darkness

Do these spells really need changing? I think they don't.


A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 03-24-05 12:36 PM EDT (US)     25 / 29  
PawelS, none of these spells work in FC, which is very important for PBEM...whereas abilities given by other buildings - like life-stealing, vision1, extra domain, etc are more useful.

Now, if we find a way where these spells are referenced for the racial buildings, we can probably try filling the spaces with blanks (in the hex editor) and assigning some other ability...this was what I had in mind when I asked you whether these spells could be changed.

posted 03-24-05 01:02 PM EDT (US)     26 / 29  
Stone Menders (Dwarves): Regenerate Walls
Filth Hole (Goblins): Mud
Hall of the Doomed (Undead): Animate Dead

These are good. Hall of the Doomed are powerful in Dwiggs mod.

Hall of Stars (Syrons): Holy Light
Hall of Darkness (Shadow Demons): Unholy Darkness

Those I would like to change. If someone good attacks you then holy light won't help at all.

But especially archons Sanctum I want to be changed.
What do halflings get for bonus? growth, happiness I think. nothing more?
Dark elves I want to have energy drain instead of their bonus.

posted 03-24-05 08:06 PM EDT (US)     27 / 29  

Quoted from Timelord:

Now, if we find a way where these spells are referenced for the racial buildings, we can probably try filling the spaces with blanks (in the hex editor) and assigning some other ability...this was what I had in mind when I asked you whether these spells could be changed.

Quoted from Teearion:

But especially archons Sanctum I want to be changed.
What do halflings get for bonus? growth, happiness I think. nothing more?
Dark elves I want to have energy drain instead of their bonus.

You expect too much from me. These things can't be done.
There is only a chance that the spells for these 5 racial buildings can be replaced with other continuous combat spells. Is it worth the effort?

(You can add some bonuses to the buildings in the editor, like Gold for Halflings and Mana/Research for Archons.)

Quoted from Tearion:

If someone good attacks you then holy light won't help at all.

You're right, but I don't think these buildings are supposed to help in every battle. For example, Regenerate Walls doesn't help when you fight units with flying, wall climbing, phase etc.


A proud member of the Unofficial Patch team.
Creator of the AoW1 Mod.
posted 11-26-05 06:42 PM EDT (US)     28 / 29  
I am thinking of using PawelS' revelations to make changes to my latest mod (I really hope you will help me, Timelord!). Has anyone succesfully aplied these findings?

Cheers,

BJ

posted 11-27-05 04:49 AM EDT (US)     29 / 29  
? "Succesfully aplied" == "it works" ? It works... Why not ? Just like changed <Racial Building Combat Spells> in-code constants or something like <additional Ability that will be assigned to new unit after Morph> constant (default=Changeling). Or "Succesfully aplied" =="in released Mod" ?

BTW, I would like to propose some
conventions related to creation of exe-Mods.


And even I make no pretence Of having more than common sence - R.W.Wood
The secret half a country keeps, the whisper in the lane... - R.Kipling
[UPatch 1.4 Team] * STLpack
Age of Wonders 2 Heaven » Forums » AoW2/SM Mod Making » Changing abilities given by racial buildings
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