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Age of Empires / Rise of Rome / Definitive Edition
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Age of Empires Heaven » Forums » Age of Empires / Rise of Rome / Definitive Edition » Extended RoRd tutorial
Topic Subject:Extended RoRd tutorial
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posted 12-16-10 09:32 AM ET (US)         
The tutorial by Trisolo (scenario tc) is quite good, but it could be much better. This new tutorial is based on his, but I will extent it as far as my knowledge allows. Most importantly I will clarify the meaning of each value, by telling what's it used for, and what effect it has.

For the basic introduction of the aoed/rord tool see here

Many credits go to Trisolo (scenario tc), Darkrain, Zapdotep and default0

Important Note: I might sometimes forget values or units, because the Gaia and normal civ files differ. If you see such a thing please let me know.

Unit section(civ?units)

civ_?_unit_?_type: This controls what kinds of the following lines the unit would have. Please note, not all types have all the following lines. Buildings have all these lines, units a few less and dead units a lot less.
80=building type
70=unit type
10=wall rubbles and flare
20=smoke and dock rubble
30=dead unit
25=doppleganger ?

civ_?_unit_?_name_length: The amount of characters in civ_?_unit_?_name: +1.
Horse would be 6
broad sword would be 12 (gaps count too!)

civ_?_unit_?_id1: Must be same as unit nr
-civ_0_unit_5 would make the ID 5

civ_?_unit_?_name_language: Matches a line in language file, which contains the name of this unit.
civ_?_unit_?_command_language: Matches a line in the language file, which contains the train/build text of this unit
civ_?_unit_?_class: Sets the class of the unit. For example used by AI for tactical purposes, but it also seems to hold some unit functions like trading and such.
0=Foot archers
1=Artifact and Ruin
2=Trade boats
6=Barracks close-combat infantry
7=Berry bush
8=Stone mine
9=Gazelle and horse
10=Gaia attacking animals(lion, elephant, alligator)
11=Dead units, missile, flare and such
12=Melee cavalry
13=Siege workshop units
14=Almost all eye candy that can be placed on the ground
16=Tree stump
20=Transport ships
21=Fishing ships
22=War ships
23=Chariot archer
24=Close combat war elephants
25=Some hero units(perseus, xerxes, archimedes etc)
26=Elephant archer
28=Academy units
29=Tame Lion
32=Gold mine
35=Close combat chariots
36=Horse archer

civ_?_unit_?_graphic_stand: Matches a graphic ID from graphics_other, that will display this unit standing still. Please note: For changing building graphic_stand, you'll also need to change the graphic_walk01 value to same.
civ_?_unit_?_graphic_die01: Matches a graphic ID from graphics_other, that will display this unit falling down when it's killed
civ_?_unit_?_graphic_die02: Always unused (-1)
civ_?_unit_?_death_mode: Always 0 (-1 seems to have some effect, like dying units standing back up again)
civ_?_unit_?_hit_points: The amount of damage a unit can take before dying
civ_?_unit_?_line_of_sight: How many tiles the unit can see around him
civ_?_unit_?_garrison_amount: Amount of units that can be stored inside this unit (used by transports. It might be possible to have units garrison buildings too)
civ_?_unit_?_size_radius: The size of this in tiles (both values should be same or you will get strange things). two values a X (width) and Y (lenght)
civ_?_unit_?_hp_bar_height01: see hp_bar_height02 further below
civ_?_unit_?_sound_train: Matches a sound ID from the sound section, that will play when the unit has been recruited.
civ_?_unit_?_dead_unit: Matches a graphic ID from graphics_other, that will display this unit lying dead and rotting away
0= The unit can be placed over other units in the editor (only used by missiles)
5=The unit can't be placed over other units (used by all others)
-6=unknown (used only by dead baby prez)

civ_?_unit_?_air_mode: This controls whether the unit were treated as in the sky or not when it is being placed in the map editor. It doesn't affect gameplay. I think this why you can place things over grass clumps and such
0=Not treated as in the sky
1=Treated as in the sky (used by grass clumps, dead units and many more)

civ_?_unit_?_icon: Sets the picture of the unit-card. The nr links to a frame nr in the interfac.drs to the slp that contains the unit-icons
civ_?_unit_?_hide_in_editor_mode: Controlls if the unit will appear in the list of editor units. This one was used to enable cheat units and new eye candy in the Enhanced Editor)
0=Not hidden, so available in the scenario editor
1=Hidden, not available in the scenario editor

civ_?_unit_?_unknown02_07: Really unknown
-1 -1 0=Unknown, but most "normal" units have this value
-1 -1 1=Unknown, used by a mixed group of units

civ_?_unit_?_placement_bypass_terrain: The terrain type of one of the tiles near the placement location of the unit (both in the map editor or when being built by villagers) must have the same ID of the two values input here. Used to build for example a dock.
-1 -1=Used by almost all units
0 6=unknown, used only for artifact1
0 -1=used by land rocks
2 -1=Used by dock and sea rocks. Allows partly building on water

civ_?_unit_?_placement_terrain: When placing the unit in the map editor, the unit must be placed on a tile that has a terrain type with the same ID as one of the two values in this slot. Appears only to be of use for docks (to allow placement on border of water and land)
-1 -1=used by all units but docks
1 4=used by docks

civ_?_unit_?_editor_radius: . describes how many tiles this unit will take when placed in the editor. Both values should be same
civ_?_unit_?_unknown02_09_01: Unknown effect
0=used for almost all units
2=used for buildings, cliffs, birds and soldier nuker and laser.

civ_?_unit_?_visible_in_fog_mode: Controlls if the unit can be seen when it's inside the fog of war.
0=Not visible
1=not visible

civ_?_unit_?_movement_type: This controls which terrain type(s) the unit can walk on as well as some minor effects.
0 = no restriction: used by missiles, dead units, wall rubbles, cliffs, doppleganger, fire and smoke
1 = gaia animals, both dead and alive
3 = All water-placed units: ships, fish and sea rocks
4 = buildings, trees, paths, grass clumps, terrain cracks and land rocks
6 = dock
7 = normal units, cacti, desert patches and not-wall rubbles
8 = mines and berry bushes
9 = farm
10 = walls

civ_?_unit_?_fly_mode: Can it fly or not?
0 = no: nearly all units
1 = Yes: missiles, birds (including dragon and space ship), smoke and dock destruction

civ_?_unit_?_resource_carriage01: Not really known. Trisolo's description: 'This controls how many resource(s) an economic unit could carry.' doesn't seem true if you look at the units
0 = All units not named at other values
2 = Only used by two rocks
3 = chariot units
4 = flare, light transport and raft
8 = heavy transport
10 = priest, fire and st francis
15 = fishing boat and farm
20 = fishing ship, trade/merchant ship, dock destruction and smoke battle
40 = some trees
50 = dock only
60 = dead farm only
75 = some trees
100 = lions and alligators (kings too)
150 = berry bush and gazelle
250 = fish and stone mine
300 = most dead units and gaia elephant
400 = gold mine, gazelle king, dead gaia elephant and dead elephant archer

civ_?_unit_?_resource_carriage02: Decay Rate
0 = all units not named at other values
0.01 = fire only
0.1 = lion king only
0.2 = gaia elephant (and king)
0.3 = gazelle (and king)
1 = dead units, lion and alligator
5 = man1 and 2 and hero medusa
10 = most foot units, some cheat units and gaia horse
20 = trade/merchant ship
50 = fishing boat/ship, light/heavy transport and raft
1000 = dock, priest and st francis
10000 = farm only

civ_?_unit_?_blast_type: Unit would only be affected by blast attack with same or lower level than the value input here.
0 = Mostly terrain, missile and dead units
1 = trees (maybe it has something to do with trees being destroyed by catapult attack)
2 = Gaia animals, both dead and alive
3 = probably all normal units and buildings

civ_?_unit_?_unknown02_11: unknown
0 = all units not named at other values
1 = gaia animals
2 = buildings
3 = non-military ships, man1 and 2, scout and camel

civ_?_unit_?_player_interaction_mode: I'm not sure, but it could control what kind of action you can perform on it with your mouse
0 = Most things that cant move, be selected or acted upon
1 = flags
2 = rocks, gaia animals(including birds and fish), trees, mines and berry bush
3 = buildings
4 = all normal units that can be moved around + towers

civ_?_unit_?_visible_in_minimap_mode: Will the unit appear on the minimap:
0 = no
1 = yes

civ_?_unit_?_command_attribute: This is believed to be one of the factors controlling what command and attribute of this unit will appear on the interface.
0 = rest, mostly non-resource gaia units
1 = mostly resource gaia units (trees, animals,etc)
2 = buildings
3 = used by man 1 and 2
4 = normal units (infantry, cavalry, archer etc)
5 = trade/merchant ships
6 = priest
7 = transport ships + raft
8 = ruins, artifact and discovery (maybe controls the ability to change owner, but problem is that hero_traitor has value 4)
9 = fishing boat/ship

civ_?_unit_?_unknown02_12: Really unknown
0 = some dead units and rocks
1 = the rest

-50 = cliffs
0 = rest
52 = gold mine and shallows
116 = stone mine

civ_?_unit_?_help_language: Controls where the help is stored. Example value of academy = -26071, 65536 - 26071 = 39465 (= dll line :Academy - Used to train elite infantry units, including the Hoplite, Phalanx, and Centurion.)
civ_?_unit_?_hotkey: sets the hotkeys for that unit. Meaning of codes is unknown to me. Each hotkey can probably be traced back by checking which ingame hotkeys a unit has, and then compare against the values in this dataline.
civ_?_unit_?_unknown02_13b: effect is unknown, but DarkRain654 noted that if any of these values is 1, unknown02_11 is always o (0 in unknown02_11 doesn't mean 13b contains a 1 though)
0 0 0 0 = rest
0 0 1 0 = used for flares, dead units and missiles
0 0 0 1 = used for resource units (trees, mines etc)

civ_?_unit_?_selection_mask: effect unknown to me
0 = rest
1 = fish
2 = trees

civ_?_unit_?_unknown02_13c: effect unknown to me
0 = rest
1 = berry bush
2 = fish
3 = stone mine
4 = gold mine

civ_?_unit_?_unit_attribute: Controls the appearance of a box around the unit in the scenario builder.
0 = normal units and buildings
2 = special things (missiles, discovery, rubble, paths etc)
3 = fish only

civ_?_unit_?_unknown02_13d: Controls the color of the box around the unit (see unit_attribute)
0 = rest (black color)
116 = fish only (gray color)

civ_?_unit_?_selection_radius: I expect this controls the area at which you can click to select the unit in tiles (example 1.5 1.5 for academy which is 3x3 tiles-which is 1.5 by 1.5 in data file-)
civ_?_unit_?_hp_bar_height02: Might control height of the hitpointsbar, but haven't ever noticed any differences. Value is same as hp_bar_height01
0 = practically everything not mentioned at other values(mostly dead things and missiles)
0.1 = cliffs
0.2 = berry bush
0.5 = alligator(and king), gaia horse and some rocks
0.7 = lion(and king)
0.75 = artifact
1 = weaker buildings (house, granary etc) and some gaia units(gazelle, gold mine etc)
1.4 = ballista/helepolis and some cheat units
1.5 = bigger/stronger buildings (wonder, academy etc)
1.7 = villagers
1.8 = priest, foot archers and infantry
2 = many ships, trees and fire
2.4 = scout and camel
2.5 = cavalry, chariots and medium wall
3 = many ships, war/armor/archer elephants, towers and fortification

civ_?_unit_?_store_resource1_type: which resource does this unit have? (not all can be gathered or are known)
-1 = rest (some buildings and other things)
Amount = always 0

0 = food containing units (animals, fish, farm, berry bush)
15 = Farm
100 = lion and alligator
150 = gazelle and berry bush
250 = fish
300 = elephant
400 = gazelle king

1 = trees (wood resource)
2 = stone mine and 2 rocks (stone resource, but I don't get why those 2 rocks have it)
2 = the 2 rocks
250 = stone mine

3 = gold mine (gold resource)
Amount = 400

4 = most normal moveable units and some buildings
-1 = units
4 = buildings

7 = artifact (artifact game-points or countdown timer)
Amount = 1

8 = trade workshop (perhaps this was supposed to be as trading at the market in aok and aom. a cart arrives and adds golds to you without actually giving anything in return, but it was scrapped from final version)
Amound = 10

9 = dock (probably trade resources, used for ship-trading)
Amount = 0

12 = dead units, rubbles and smoke
4 = flare
60 = dock destruction, smoke and dead farm
300 = most dead units
400 = some dead elephants

13 = flags and discovery
Amount = 1

14 = ruins (ruin game-points or countdown timer)
Amount = 1

0 = rest
2 = all normal units(infantry,cavalry,artilery,villagers), ships etc
4 = used by house and town center, I assume for population support.

-1 = rest
Amount = always 0

11 = most normal units (perhaps for population cap usage)
Amount = always 1

30 = buildings except walls and towers
Amount = always -1

0 = ?
2 = ?

-1 = rest
Amount = always 0

19 = most units and ships (could be how game counts your army size in achievements)
Amount = always 1

42 = wonder only (could be how game counts wonder-points in achievements)
Amount = always 1

51 = house
Amount = always 1

52 = temple (could be how game counts temple points in achievements)
Amount = always 1

civ_?_unit_?_store_resource3_unknown: ?
0 = rest
1 = all units who had resource3_type: 19

civ_?_unit_?_graphic_damage_length01: controlls how many levels of damage (fire, or torn down walls) you have
civ_?_unit_?_graphic_damage: controls who the fire looks and at what stage they appear
leave empty,when damage_lenght01: 0
nr nr stage 1 1 = code of one damage-level, for more levels just add more of the same. at 'stage' you enter at what damage% the graphic should appear (usually 25,50,75): example for a 3-level damagegraphic -125 0 25 1 1 -124 0 50 1 1 -123 0 75 1 1

civ_?_unit_?_sound_select01: a sound ID nr, that will play when you select a unit
civ_?_unit_?_sound_select02: always -1 .Not used ingame.
civ_?_unit_?_unknown05: unknown effect. Darkrain thinks it has to do with attack capabilities
0 = possibly no attack (like dead units and such)
1 = attack by following (archimedes)
2 = passive, run when attacked (villagers, gazelles)
4 = attack (infantry,cavalry, siege etc)

civ_?_unit_?_name: Name of the unit. Usually in a criptical form, but if you set name_language to 0 this line will actually appear in the unitcard ingame. You can enter more characters than name_length, but then some characters will not show ingame.
civ_?_unit_?_id2: Same as id1, so just the unit nr.
civ_?_unit_?_speed: Speed of a unit. I think it's in tiles per second
civ_?_unit_?_unknown18: Unknown
leave empty = most units
not empty = mostly dead units, shallows, mines and tree stumps

civ_?_unit_?_graphic_walk01: : Graphic that will show when unit just walks around. The nr refers to a graphic_ID from graphics_other
civ_?_unit_?_graphic_walk02: always -1. Not used
civ_?_unit_?_unknown19_02: Possibly rotation speed
0.1 = space ship
0.05 = Some cheat units (baby, and winsett's)
1 = birds (including dragon)
-1 = rest

civ_?_unit_?_unknown19_03: always 0. Unknown
civ_?_unit_?_track_unit: Value is ID of a graphic that will spawn behind the unit
61 = none-laser missiles (smoke trail)
247 = laser missile (laser trail)
leave empty = terrain items
-1 = normal units, buildings and ships (no tracks)

civ_?_unit_?_track_unit_unknown01: ?
2 = missile laser and some catapult stones
0 = other missiles and other units who didn't have an empty track_unit
leave empty = units who also had empty track_unit

civ_?_unit_?_track_unit_unknown02: ?
leave empty = units who also had empty track_unit
0.3 = missile bolt_fire, arrow_fire and Z_rocket
0.4 = catapult stones
0 = rest

civ_?_unit_?_unknown19_04: ?. Always 0
civ_?_unit_?_unknown20: ?
0 = Most gaia animals, transport/trade/raft ships, farms, discovery and wonder
-1 = rest

civ_?_unit_?_search_radius: I think the distance at which a unit will auto-attack in tiles.
civ_?_unit_?_work_rate: Seems to controls the production speed
leave empty = most dead and terrain items
0.4 = fishing boat/ship
0.45 = forager, miners, hunter and farmer
0.55 = woodcutter
0.6 = fisherman
1 = most living units, missiles and buildings
1.5 = dock_1 (perhaps has something to do with trade)
2 = dock_2 (perhaps has something to do with trade)
3 = trade/merchant ship
4 = lion(and king)

civ_?_unit_?_resource_dropsite: determines where a unit can drop his resources (always has 2 values!)
leave empty = line not used. Used by terrain items and such
-1 -1 = no dropsite. Used by most buildings and military units
103 109 = storage pit and town center. Used by fisherman
109 -1 = town center. Used by some hero's, non-assigned villager, priest, builder and repairman
109 103 = town center and storage pit (I'm not sure if this is different from 103 109). Used by hunter, woodcutter and miners
109 68 = town center and granary. Used by forager and farmer
45 -1 = dock. Used by all ships

civ_?_unit_?_villager_mode: determines if this unit is seen as part of the villager-class. Effect unknown to me.
leave empty = dead units and terrain items
0 = military units and buildings
1 = all villager types

civ_?_unit_?_sound_attack: Refers to ID from sound, that contains the sound this units make when ordered(right clicked on enemy unit) to attack, so NOT when the unit is hacking the enemy in the ground.
civ_?_unit_?_sound_move: Refers to ID from sound, that contains the sound this unit makes, when ordered (right click spot on map) to move. Usually same sound as sound_attack
civ_?_unit_?_unknown24_01: animal or not.
1 = animal (alligator, gazelle, birds etc)
0 = not-animal

civ_?_unit_?_command_count: determines how many commands are put in the civ_?_unit_?_command line below.
civ_?_unit_?_command: determines what kind of commands this unit can perform(heal, convert,unload etc). The nr of values here = 59* what value of command_count is. Each command consist of 59 values. For a more elaborate explanation see teh post of Darkrain on other thread about data editing
civ_?_unit_?_unknown24_02: unknown effect. Trisolo said something about common armor
100 = discovery, ruin, artifacts (maybe this is what makes ruin, discovery and artifacts undestroyable by normal attacks).
10 = nuke troopers, winsett cheat units and soldier_mech
0 = rest

civ_?_unit_?_attack_numtypes: determines how many attack types can be inserted in attack_data
civ_?_unit_?_attack_data: determines attack strength of this unit.
In basic: 3 = ranged attackstrength and 4 = melee attackstrength.
Values are paired (in format of type strength): Example ranged attack of 8 will result in 3 8
This can also be used for bonus strengths
civ_?_unit_?_armour_numtypes: same as attack_numtypes but now for defense strength
civ_?_unit_?_armour_data: same as attack_data but now for defense strength
civ_?_unit_?_unknown27: Present only in missiles and always -1
civ_?_unit_?_unknown28: Used only my living units and always -1
civ_?_unit_?_unknown29_01: unknown effect. Present in buildings only.
6 = docks
10 = walls
-1 = unused beta fences
4 = remanining buildings

civ_?_unit_?_attack_maximum_range: determines at which distance a unit can start attacking in tiles.
civ_?_unit_?_attack_blast_radius: determines at how large a distance in tiles enemy units can get damaged by the attack. Used for elephants, scythes and catapults.
civ_?_unit_?_attack_reload_time01: sets the time between two attack moves in seconds.
civ_?_unit_?_attack_missile_unit: sets the used missile graphic. Refers to an unitID of the missile.
-1 = no missile
9 = arrow
34 = catapult stone
100 = hunter's spear
204 = ballista bolt/trireme missile
205 = space ship missile (can it actually attack ?)
246 = laserattack and mirror tower
249 = nuke
346 = was meant to be used for fire galley, but is not actually used)
361 = sling bullet
368 = catapult trireme stone
373 = winsett's cars rocket
388 = soldier mech attack
395 = st francis lightning bolt
+ some upgrades/strange missiles
205 = burning ballista/trireme bolt
206 = burning arrow
275 = catapult man (a villager flying through air)
300 = alligator (alligator flying through air?)
329 = burning catapult stone

civ_?_unit_?_attack_accuracy_percent: 0 This has nothing to do with the problem if a missile will miss or not(that is coded in another way, and can be changed. burning missiles or not more accurate, but alchemy also changes the accuracy, so that burning missiles look more accurate.). What it does is this: if set to 50, no matter if the arrow(or even sword) will hit, in 50% of the cases no damage will be done. This value should therefore be left 100 or 0
civ_?_unit_?_unknown31_04: only used my missiles and always 0
civ_?_unit_?_unknown32_03: ?
256 = laser tower (maybe this is why it doesn't work, because it's a strange, lonely value)
0 or left open rest

civ_?_unit_?_unknown33_01: Buildings only
256 = all towers except mirror tower
0 = mirror tower + rest

civ_?_unit_?_attack_missile_graphic_delay: . I think this is the time between start of attack and the moment the missile leaves. (example archer decides to attack-start timer-archer pulls back bowstring, archer releases bowstring- timer reaches 5 sec(value for archers)-an arrow graphic will appear and start moving towards enemy. 5 seconds seems long though for an archer. Value could also be frames instead of seconds
civ_?_unit_?_attack_missile_displacement: I don't think this control the speed of the missile (that is likely in the data of the missile_unit itself). I think this controls the position where the graphic will start (x y z coordinates). example bowman: 0 0.5 1.5 and elephant archer (archer is higher because it's on an elephant) 0 0.2 3. It would explain the difference in z value, but not the difference in y value
civ_?_unit_?_attack_minimum_range: if set to > 0 or 1 the unit will be unable to retaliate to melee attack. This is used for catapults so that they can't attack right in front of them.
civ_?_unit_?_graphic_attack: refers to an ID from graphics_other that contains this unit when it attacks.
civ_?_unit_?_displayed_melee_armour: controls which melee armor value will be seen in the unit card. Does not change the actual melee armor!!!!! (that should be changed with armor_data)
civ_?_unit_?_displayed_attack: controls which attack value will be seen in the unit card. (actual attack should be changed with attack_data)
civ_?_unit_?_displayed_attack_range: controls which range is displayed in the unit card. (actual range should be changed with attack_maximum_range)
civ_?_unit_?_attack_reload02: see reload01. always same value.
civ_?_unit_?_cost1_type: choose a resource type
Known types are:
0 = food
1 = wood
2 = stone
3 = gold
-1 = not used

civ_?_unit_?_cost1_amount: Choose how much of this resource type this unit will cost
1 = this cost is used
0 = this cost is not used if type = -1, but if type and amount do have values (example 300 food) and this unknown is 0 you do need to have the amount, but don't actually pay it.

civ_?_unit_?_cost2_type: Should be sort of same as cost1, but there are some more values here.
Known types are:
0 = food
1 = wood
2 = stone
3 = gold
-1 = not used
30 = unknown. All buildings have it

civ_?_unit_?_cost2_amount: See cost1_amount
civ_?_unit_?_cost2_unknown: see cost1_unknown, with one exception. If type 30 is used, unknown = 0
civ_?_unit_?_cost3_type: ?
-1 = rest
4 = used by ships, villagers and military units(perhaps it controls pop cap)

civ_?_unit_?_cost3_amount: 0 see cost1_amount
civ_?_unit_?_cost3_unknown: is always 0
civ_?_unit_?_train_time: time it takes to construct or train this unit in seconds
civ_?_unit_?_train_unit: Location ID of recruiting/construction. Usually a building (barracks inf have 12(unit 12 is barracks1). Most important: if value = 118 it will appear in the villagers construction interface.
civ_?_unit_?_train_button: After you choose the location at train_unit, you need to choose at which specific spot in the interface it will appear.
at buildings you can choose like this:
1 2 3 4 5
6 7 8 9 10

at villagermenu you have 2 pages
1 2 3 4 5
6 7 8 9 10
and page 2:
11 12 13 14 15
16 17 18 19 20

civ_?_unit_?_displayed_pierce_armour: This doesn't affect the real armor value. It just controls what you see in the unitcard.
civ_?_unit_?_graphic_construction: Buildings only: refers to an graphic ID in graphics_other that contains the foundation of this building.
civ_?_unit_?_unknown34_01: buildings only:
0 = rest
1 = walls

civ_?_unit_?_unknown34_02: buildings only: always 0
civ_?_unit_?_unknown34_03: buildings only: always -1 -1 -1
civ_?_unit_?_research: buildings only (very unfortunate, since it's very useful for modders such as I). The nr here refers to a researchID. Example academy has 72. It means that if academy is constructed research 72 is automatically researched.
civ_?_unit_?_unknown36_02: Darkrain thinks this has something to do with building type
0 = rest
113 = house
183 = towers
189 = walls

civ_head section

civ_?_one: is always 1
civ__name1: Name of the civ example: Greek Egyptian Roman etc I don't think it changes the actual ingame civ-name (that can be changed with the language.dll editor)
civ_?_unknown01: always 0 0
civ_?_length: controls number of values in unknown03. always 58
civ_?_unknown02: Refers to a techage ID nr that holds the civ bonus, techtree and such of this civ.
81 = Assyrian
82 = Babylonian
83 = Egyptian
84 = Greek
85 = Hittite
86 = Minoan
87 = Persian
88 = Phoenician
89 = Shang
90 = Sumerian
91 = Choson
92 = Yamato
205 = Carthage
206 = Macedonian
207 = Palmyra
208 = Roman

civ_?_unknown03: Seems to control some game start values (starting resources, starting age, starting points, basic farm food value and such). All values below are in this line. I ranked them in order of appearance.

(0)200 = food start amount (for random game at least)
(1)200 = wood start amount (for random game at least)
(2)150 = stone start amount (for random game at least)
(3)0 = gold start amount (for random game at least)
(4)0 = Population Room (-1 when player has 1 house and 5 units.
(5)0 = ?
(6)0 = is set to 1 by stone age, 2 by tool, 3 by bronze and 4 by iron. Might control the age text in the top menubar.
(7)0 = something with artifacts
(8)0 = something with the trade workshop
(9)0 = something with dock, probably trade resources
(10)1 = ?
(11)0 = ?
(12)0 = ?
(13)0 = something with flags and discoveries
(14)0 = something with ruins
(15)0 = ?
(16)0 = ?
(17)0 = ?
(18)0 = ?
(19)0 = unit counter?
(20)0 = Kills
(21)0 = (technology only?)score points.
(22)0 = % of map that is explored
(23)102 = only logic meaning can be bronze age (research ID 102). Which could mean this holds the starting age info.
(24)103 = only logic meaning can be iron age (research ID 103). Which could mean this holds the starting age info.
(25)101 = only logic meaning can be stone age (research ID 101). Which could mean this holds the starting age info.
(26)10 = ?? because it's behind the other starting ages, this could hold the post-iron age info. Just a thought.
(27)0 = Building priest conversion (set to 1 by monotheism)
(28)0 = Priest conversion (set to 1 by monotheism)
(29)0 = ?
(30)0 = every age adds 8 to this value. Also used by many buildings in store_resource2
(31)0 = ?
(32)0 = Max Population
(33)0 = ?
(34)0 = ?
(35)2 = priest rejunevation
(36)250 = basic farm food amount
(37)0 = Villager Population
(38)0 = ?
(39)0 = ?
(40)0 = Number of Military units
(41)0 = Nr of conversions
(42)0 = wonder score points
(43)0 = Razings
(44)0 = Kill Ratio (kills-losses)
(45)0 = Survival
(46)0.25 = tribute payment penalty. Only exception is Palmyra which has value 0 here. Is set to 0 by coinage
(47)1 = gold mine prodictivity. coinage add 0.25 to this
(48)0 = ?
(49)0 = Amount of gold gathered
(50)0 = allied line of sight (is set to 1 by writing)
(51)0 = something to do with houses
(52)0 = temple score points
(53)0 = Tribute given
(54)0 = set to 1 when all ruins are captured. Adds 50 score points
(55)0 = set to 1 when all artifacts are captured. Adds 50 score points.
(56)0 = priest healing ability
(57)0 = martyr (is set to 1 by martyrdom

civ_?_graphicset: Does not control building graphics (which can be changed in the unit section). It does change the user interface.
0 = Egyptian interface
1 = Greek interface
2 = Babylonian interface
3 = Asiatic interface (shang/choson etc)
4 = Roman interface

civ_?_unit_count: controls how many civ_?_pointers will follow (all pointer values below are from the Egyptian civ_head)

General explanation civ_?_pointers: Original game gives each unit either 0 or a unique value. Modding experience has learned me that just 0 and 1 will do.
0 = Mean that this unit is not used by this civ. It means that you don't have to make civ_unit lines for this unit
any value equal or bigger than 1 = unit is used.
The difference between used or not used is what currently makes the difference between gaia and normal civs.

civ_?_pointer_000: 20910336
civ_?_pointer_001: 0
civ_?_pointer_002: 0
civ_?_pointer_003: 0
civ_?_pointer_004: 20984064
..... all the way till value of civ_?_unit_count: is reached
Without modding that is till unit 400. Note that you also have a unit 0, so if you have a count of 400, the last unit is unit 399 !!!!!!
civ_?_pointer_399: 20932016

[This message has been edited by Thompsoncs (edited 01-27-2012 @ 04:22 PM).]

posted 07-16-11 02:44 PM ET (US)     26 / 32       
I don't really understand. I don't have knowledge of all the technical stuff, so please tell me: What exactly does this do with names, what effect has it?
AoE's data files use two types of names: one with a separate name_length and one that has a fixed length, but fills the extra part with blank space. The civ names are the fixed length type. In RoRd, the civ names are 16 characters, and I believe that unknown01, which is stored as two "short ints", equal to 4 characters of text, is part of the name as well, for a total of 20 characters. The extra space after names is stored as nulls, which are 0 when read as a number and empty when read as text. This would explain why those unknown01 values are always 0: because they're blank space that is never used by the names since no civ name is longer than 16 characters.
(id: scenario_t_c)
posted 07-16-11 03:09 PM ET (US)     27 / 32       
I think DR was right. That part of code came from the original version of Ykkrosh's GeniEd for SW:GB, and they are respectively 16 characters and 2 shorts.

Member of Tsunami Studios
Scenario T.C.: “Yes, the traitors can’t be terminated.”
Richard Ames: “Scenario_t_c should take care of them in a succinct but humorous fashion.”
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Mr. Beta
posted 07-16-11 05:09 PM ET (US)     28 / 32       
Welcome back Trisolo

posted 09-13-12 12:21 PM ET (US)     29 / 32       
For now I don't understand how to make a link between AGE2 fields and the fields you name here.... The lists in this topic are quite complicated to associate with AGE2 GUI.

Anyway, what I wanted to say is that the unknown2 field just under "interaction mode" in AGE2 seems to be an attribute that makes your unit "attackable" or not. To be tested more than I did...

About attacking another unit, if I remember well, interaction mode only changes the icon (sword icon instead of other icon) but is not enough to make the click work. Depends of other things (mainly class I'd say)

Something else : if HP bar height is <> 0 for a flying unit, it will get stuck on other units. However, if you change HP bar 2, it's OK (unit never gets stuck on other ones)
posted 09-14-12 04:18 AM ET (US)     30 / 32       
I expect Age2 has the same order of items, but I'll check that later.
Anyway, what I wanted to say is that the unknown2 field just under "interaction mode" in AGE2 seems to be an attribute that makes your unit "attackable" or not. To be tested more than I did...
That would be this one I assume:
civ_?_unit_?_unknown02_12: Really unknown
0 = some dead units and rocks
1 = the rest

Since trees and such also have it, I think it is more clickable, than attackable.
About attacking another unit, if I remember well, interaction mode only changes the icon (sword icon instead of other icon) but is not enough to make the click work. Depends of other things (mainly class I'd say)
Could you run that test again and confirm. Also which value causes what icon to be shown.
Something else : if HP bar height is <> 0 for a flying unit, it will get stuck on other units. However, if you change HP bar 2, it's OK (unit never gets stuck on other ones)
Strange, I thought HPbar_height had to do with units being hittable behind elevation or not (elephant is taller than a unit, so easier to hit behind elevation).
posted 09-15-12 04:29 AM ET (US)     31 / 32       
You're probably right on HP bar height. The fact that it make flying unit get stuck on other units could be a side-effect.

You want a proof this is interesting ^^ ?
You want to make walkable farms ? Yeah everyone wants to =)

In AGE2, go to farm unit (50), check "air mode", set HP bar height1 to 0, save, run the game, enjoy.

civ_?_unit_?_unknown02_11 (unknown2 in AGE2) : "passive" interaction setting.
When you select a unit, this is what happens when you try to right-click on an enemy unit which has civ_?_unit_?_unknown02_11 equals to...
- 0 : Nothing. Mouse pointer doesnt change when you put it on the enemy unit.
- 1, 2, 3, 4, probably any value >0 : mouse pointer changes if it's put on the enemy unit, and right-click do the desired action (attack, or other actions like healing, woodcutting...)

I think the mouse pointer displayed on a unit is set according to the classes of selected unit and pointed unit.
Keisari Tapsa
posted 09-30-12 06:02 AM ET (US)     32 / 32       
I expect Age2 has the same order of items, but I'll check that later.
Not true. In AGE 2 almost everything is in different order than in the actual dat file.

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