You must be logged in to post messages.
Please login or register

The Hall of Fame

Hop to:    
Welcome! You are not logged in. Please Login or Register.121 replies, Sticky
Age of Empires Heaven » Forums » The Hall of Fame » Tech edits!
Bottom
Topic Subject:Tech edits!
« Previous Page  1 2 3  Next Page »
BlackWatch
Clubman
posted 09-03-05 06:55 PM ET (US)         
I took my small knowledge of AoK:CE editing to the RoR demo, and have been able to do tech edits. Like changing tech costs, research times, and even replacing what they do. Like I made the Long Swordsman avail in Bronze Age by replacing the Bronze Swordsman effect with the Long Swordsman effect. I can't do too much, but that could be because it's the demo. Could someone give me the empires.dat file from a full-version of RoR? Thanx.
AuthorReplies:
Mero
Clubman
posted 09-17-05 10:29 PM ET (US)     51 / 121       
It's not the .AI unit number. Maybe it has something to do with the SLP files order?

"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop
The Dark Archer
HG Alumnus
posted 09-17-05 10:54 PM ET (US)     52 / 121       

Quoted from BW:

Maybe??? I haven't been here for ages though. :?


Oh yeah. This is the tread here.
We've come to the point where we are trying to find constant numbers in some garbage idiots like me can't understand. Could you help in anyway?

The Dark Archer

"Try not to become a man of success but rather to become a man of value." - Albert Einstein
"I once met a girl who looked like a camel" - Rasteve
Death of the Morads | AoEH Design Series II | Out From the Cliffs
Bjossi
Clubman
posted 09-19-05 10:23 AM ET (US)     53 / 121       
Just out of curiosity, is there a possibility that the population limit for single player lives in the DAT file?
BlackWatch
Clubman
posted 09-19-05 05:23 PM ET (US)     54 / 121       
Mero:
No, I doubt it has anything to do with .SLP

TDA:
What excatly do you want? I'm editing that "garbage" to do all my stuff. I'd love to help, you'll just have to tell me what you want and I'll have a shot at it

Bjossi:
Aaa Haa! Wouldn't you love to know. . Yes, it's possible to change the pop limit, it's already been broken for AoK and my ultimate goal for RoR is to duplicate that work and break the pop cap. But you'll have to wait until Il master more stuff.

Bjossi
Clubman
posted 09-20-05 07:21 AM ET (US)     55 / 121       
I´ll give you a cyberhug if you´ll be able to do it.
This is HEX editing you´re doing right? So this isn´t an actual code, just a bunch of numbers and letters.

I´d be able to modify code, but not HEX.

BlackWatch
Clubman
posted 09-20-05 05:36 PM ET (US)     56 / 121       
No, not code - just hex. I'll have a shot at pop some time. I'm sure it's possible.
Bjossi
Clubman
posted 09-22-05 11:50 AM ET (US)     57 / 121       
It must be, the population limit needs to be somewhere, what´s a better place than the file that stores stats for techs?

If you figure it out, it´d be great if you could make the following changes.
Population limit raised from 50 to 300
Each house you build adds space for 15 more units instead of 4

The lower one is something that should be in the DAT too.
You´d give me interest in AoE again if these changes will be made.

BlackWatch
Clubman
posted 09-22-05 04:35 PM ET (US)     58 / 121       
The house bit I'm most sure about. Current spanner for that is: "What's the house's ID?"
Bjossi
Clubman
posted 09-22-05 05:01 PM ET (US)     59 / 121       
I really hope you can figure this out. You´re a great person for the AoE community, I must say that.

Btw, people here have said it´s 'impossible' to edit the population limit for single player, if you can prove them wrong...heh.

The Dark Archer
HG Alumnus
posted 09-23-05 00:08 AM ET (US)     60 / 121       

Quote:

You´re a great person for the AoE community, I must say that.


I second that.

Quote:

TDA:
What excatly do you want? I'm editing that "garbage" to do all my stuff. I'd love to help, you'll just have to tell me what you want and I'll have a shot at it


What I mean by garbage is stuff I can't read or understand, is a lot like saying someones speaking rubbish. Also I have got much idea what Richard Ames is talking about in the other thread but it seems that he is talking about uncompressing the scn files to find the consant number (which may be what you also need) then giving those numbers to DiGiT to try and program them into his Trigger Studio thingy.

But anyway it would be better to talk to Rich. Oh and good luck.


The Dark Archer

"Try not to become a man of success but rather to become a man of value." - Albert Einstein
"I once met a girl who looked like a camel" - Rasteve
Death of the Morads | AoEH Design Series II | Out From the Cliffs
Mero
Clubman
posted 09-23-05 01:48 AM ET (US)     61 / 121       
Scout: either 299 or 36.

Try to get if it's one of those numbers. If it is any of them, then I could have found the units constant numbers (UCN) list.

EDIT: According to the first number, the CNs should be:

4:Bowman
5:Improved Bow / Composite Bow
11:Ballista / Helepolis
13:Fishing Boat / Fishing Ship
15:Trade Boat / Merchant Ship
17:Light Transport / Heavy Transport
19:Scout Ship / War Galley / Trireme
25:Elephant Archer
35:Stone Thrower / Catapult / Heavy Catapult
37:Cavalry / Heavy Cavalry / Catphract
39:Horse Archer / Heavy Horse Archer
40:Chariot / Scythe Chariot
41:Chariot Archer
46:War Elephant / Armored Elephant
73:Clubman / Axeman
75:Short Swd / Broad Swd / Long Swd / Legion
83:Villager
93:Hoplite / Phalanx / Centurion
125:Priest
250:Catapult Trireme / Juggernaught
277:Juggernaught (u)
282:Legion (u)
291:Centurion (u)
299:Scout

EDIT 2: According to the 2nd number, they should be:

3:Chariot Archer
4:Bowman
5:Improved Bowman
6:Axeman
7:Short Swordsman
8:Ballista/Helepolis
9:Villager
10:Builder
11:Catapult/Heavy Catapult
12:Stone Thrower
13:Horse Archer/Heavy Horse Archer
14:Heavy Cavalry/Cataphract
15:Cavalry
16:Clubman
17:Chariot
18:Elephant Archer
19:Elephant
20:War Elephant
21:Farmer
22:Hunter
23:Forager
24:Alligator
25:GOAT?
26:Fisher
27:Long Swordsman/Legion
28:Broad Swordsman
29:Phalanx/Centurion
70:Gazelle
88:Lion

EDIT 3: And if you use any other program to read the DAT file in a more understandable way (I mean, to be able to read values of the things next to the "A01" with decimal numbers instead of HEX), tell us so we can use it too.


"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop

[This message has been edited by Mero (edited 09-23-2005 @ 02:10 AM).]

BlackWatch
Clubman
posted 09-23-05 04:08 PM ET (US)     62 / 121       
Mero - your list matches up with mine. I'm compiling one. I only use Hexplorer(which is hex). No special program. 3 other utilities I use are 3 that my brother made for me. A converter for percentages, a converter for number and effect ID's and a special hex-finder.
Mero
Clubman
posted 09-23-05 04:51 PM ET (US)     63 / 121       
Which of my two lists matches yours?

EDIT: I'll try editing the empires.dat file again on friday.


"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop

[This message has been edited by Mero (edited 09-26-2005 @ 04:24 PM).]

BlackWatch
Clubman
posted 09-26-05 04:31 PM ET (US)     64 / 121       
The first. One unit I want to find is the Slinger, for unlimited stone.
Mero
Clubman
posted 09-26-05 04:57 PM ET (US)     65 / 121       
I have the RoR UCNs too. It's 347. The camel rider is 338, and the fire galley is 360. The AoE Constant Numbers are the AI unit numbers!

"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop
BlackWatch
Clubman
posted 09-26-05 05:37 PM ET (US)     66 / 121       
What's that in Hex? My conversion are failing.

Edit: Ok, I've found it. Where do I get the AI numbers from.

[This message has been edited by BlackWatch (edited 09-26-2005 @ 05:42 PM).]

The Dark Archer
HG Alumnus
posted 09-26-05 06:32 PM ET (US)     67 / 121       
The AI Article has all the AI numbers that you will need.

The Dark Archer

"Try not to become a man of success but rather to become a man of value." - Albert Einstein
"I once met a girl who looked like a camel" - Rasteve
Death of the Morads | AoEH Design Series II | Out From the Cliffs
BlackWatch
Clubman
posted 09-26-05 06:34 PM ET (US)     68 / 121       
Ahhhh, thanx.

Edit: The building ID's work too! I can edit them. Yahooo!

[This message has been edited by BlackWatch (edited 09-26-2005 @ 06:35 PM).]

Mero
Clubman
posted 09-26-05 07:25 PM ET (US)     69 / 121       
Hey BlackWatch, any progress with your article, report it ASAP. I'm looking foward to follow your steps.

I just don't understand why I said the CNs were not the AI numbers. Maybe because I saw the number 4 for a building and didn't realize the buildings and units could have had the same ones. This is new in AoE. Nobody has done it before, or at least that's what I think. Maybe we can use units buried in the game data! Of course they will be useless for gameplay, like the Trade Workshop, or the Horse, but they will add a nice touch to the game. And I also think we will be able to join all Beta units into a single template. THAT would be awesome.

Edited for typos.


"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop

[This message has been edited by Mero (edited 09-26-2005 @ 07:27 PM).]

Trisolo
Clubman
(id: scenario_t_c)
posted 09-27-05 10:30 AM ET (US)     70 / 121       
Hi all! I am one of the modders in the AokH forum and am currently writing a tutorial about technology editing of Aok.

The reason why I am here is that I am also a lover of the good old AOE. Hearing that BlackWatch is starting a thread about AOE tech-edit from a source, I rush to here.

It seems that the "bowmen" here are currently doing research about constant numbers. I can only tell that the constant numbers should be just the order of units in the dat file. I hope that will help your process.

I have also looked up into the empires.dat file, and found its format extremely close to the one of empires2.dat files used in AOK. I believe it's quite possible to add and edit technology like I've done for AOK with the same method. You can refer to my AOK technology-editing notes here. For the techage part, read "CHUN4" as "A01".


[This message has been edited by scenario_t_c (edited 09-27-2005 @ 10:33 AM).]

Bjossi
Clubman
posted 09-27-05 12:58 PM ET (US)     71 / 121       
BlackWatch said the population limit had been changed in AoEK, if these files are so similar, might it be that the population limit for AoE can be changed in the DAT file even in a similar place?
Trisolo
Clubman
(id: scenario_t_c)
posted 09-27-05 01:04 PM ET (US)     72 / 121       
It should be very easy and adding not more than 30 digits should do the job. Just give me some time to study the old system as well as parparation for my History test 2 days later, and I would be able to give you the answer.

[This message has been edited by scenario_t_c (edited 09-27-2005 @ 01:05 PM).]

Bjossi
Clubman
posted 09-27-05 03:13 PM ET (US)     73 / 121       
Ok. But I think it should also be needed to raise the population per house from 4 to perhaps 16 if the pop limit is raised from 50 to 200 units.
BlackWatch
Clubman
posted 09-27-05 04:30 PM ET (US)     74 / 121       
Mero:
I'll keep working on it and reporting...I think

SCT:
Boo HOOOO!!! That's not fair, I was getting on fairly well and now one of the grandmasters comes along to squash me. They're very similar to AoK.


I think I might as well leave off editing now...

Bjossi
Clubman
posted 09-27-05 04:39 PM ET (US)     75 / 121       
Stop just because a person is better at HEX than you? That´s weird thinking...

One grandmaster and one master is better than one grandmaster only.

BlackWatch
Clubman
posted 09-27-05 04:40 PM ET (US)     76 / 121       
I doubt it sincs SCT knows a lot more than me and most of my knowledge is his learning for AoK converted to RoR.
Bjossi
Clubman
posted 09-27-05 04:53 PM ET (US)     77 / 121       
Do you think SCT would be a grandmaster with this way of thinking? Stop this sillyness, you won´t learn anything if you´re afraid of the experienced ones.

Just stay and edit the DAT file, you´ll find plenty of interesting stuff to modify, and you´ll grab my attention especially when you find the part that has population limit info in it.

[This message has been edited by Bjossi (edited 09-27-2005 @ 04:55 PM).]

Mero
Clubman
posted 09-27-05 05:03 PM ET (US)     78 / 121       

Quoted from scenario_t_c:

I can only tell that the constant numbers should be just the order of units in the dat file.

Thanks for the help, scenario_t_c.

Hey BlackWatch, don't leave, you are doing really good.


"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop
BlackWatch
Clubman
posted 09-27-05 05:33 PM ET (US)     79 / 121       
Alright, alright. You're making sense and sincs Mero also thinks I should stay on, I will.

Mero, the list you gave me matches perfectly.

The Dark Archer
HG Alumnus
posted 09-27-05 05:57 PM ET (US)     80 / 121       
I think you should stay too. Mainly because you are the whole reson we are editing the .dat file and with out you we've got nowhere.

The Dark Archer

"Try not to become a man of success but rather to become a man of value." - Albert Einstein
"I once met a girl who looked like a camel" - Rasteve
Death of the Morads | AoEH Design Series II | Out From the Cliffs
Bjossi
Clubman
posted 09-27-05 06:55 PM ET (US)     81 / 121       
Thanks for staying, we appriciate it.
When you find something new and/or interesting, keep us updated in this thread.

[This message has been edited by Bjossi (edited 09-27-2005 @ 06:55 PM).]

BlackWatch
Clubman
posted 09-27-05 07:03 PM ET (US)     82 / 121       
Right. You're an encouraging bunch I must say, glad to be with you.

Newest:

Buildings are totally editable. I've edited HP of various buildings to make sure. Of course - I've made mistakes. But - by finding out that buildings are editable, I'm sure that making houses more capacity will be easy.

Mero
Clubman
posted 09-27-05 07:22 PM ET (US)     83 / 121       
Hey BlackWatch, how do you tell the difference between Buildings, Units, and Techs in the .dat file?

And I don't understand anything of the text after each A01.


"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop
Bjossi
Clubman
posted 09-27-05 08:06 PM ET (US)     84 / 121       
Cool! Dont you think the Wonder should have more HP? Like 1200 or something? And faster repair time. So you don´t need 10 villagers to keep up with an enemy bowman damaging the Wonder.

[This message has been edited by Bjossi (edited 09-27-2005 @ 08:07 PM).]

BlackWatch
Clubman
posted 09-28-05 00:07 AM ET (US)     85 / 121       
Mero:
The ID numbers of buildings and units are different so they don't overlap - allowing each to be edited separately.

How to get the tech data:
1. It's hex. I'd reccomend Hexplorer(free).

Search for the tech, say "Wheel"
It will come up with a entry for Wheel near the end of the file. The data we want is before the text "Wheel".
In the standard view of Hexplorer, you'll see in between "Helepolis" and "Wheel", 2 "K"s. The first is the cost in Wood, the second is the time it takes to research Wheel. Click the second one and look in the status bar of HE for "Value: " - it should be 75, or 75 ms(I think).
Now, look in the hex part of HE and you'll see "4B" is selected. After "00", click "1C" and note the value(<value> ).
Search for "A01" <value> times - in this case 28 times.
After you've done searching, the data for wheel is between the selected A01 and the preveious one. I'll explain it sometime. Meantime look at SCT's AoKH thread for info. I've deciphered the differences - there isn't many. It's hex values.

Bjossi:
Sure, HP at least is easy. I'll see if I can get around to it.

wedsaz
Clubman
posted 09-28-05 03:09 AM ET (US)     86 / 121       
Anything about civ bonuses and tech trees in there?

Can tech requirements for units and buildings be changed?

How much can techs themselves be changed?

CenturionZ_1:

Quote:


Do we still have the list of balancing fixes wedsaz drew up from a while ago. I remember there was some petition to have ES incorporate it into a new patch.

If so we could look through that and see what we could do without harming the game. (Like for one, reducing Hittite's double siege HP.)

Search for subject 'balance' and they'll come up.

Also we still have Wedsaz.


Free Puzzle Games

UrMud - online community in an ancient history world
Trisolo
Clubman
(id: scenario_t_c)
posted 09-28-05 09:45 AM ET (US)     87 / 121       
@BlackWatch

I am not here to expel you, so you can stay. Furthermore, you seem to have more basic knowledge of AOE than me, which would be helpful. Also, I need you to tell me those differences you mentioned.

Therefore, there are no reasons for you to leave, but to stay as still a grandmaster, or one of the grandmasters.

I am currently studying AOK unit format. Since AOE1 units have less attribute, the format may be slightly different.

BlackWatch
Clubman
posted 09-28-05 05:00 PM ET (US)     88 / 121       
wedsaz:
I think that tech tree and civ bonus info IS in there. I've still got to find them.

Techs themselves can be changed just about 100%, from what they do to where they are and what they say and look like.

SCT:
Awww, thanx. More basic knowledge? How? Differences I've currently found:

Techage or A01:
When using 04 as effect, using 05's end value works perfectly.
It's 04 format had some differences, I'm still trying to figure them out.

Research:
The symbol and some other things are swapped around.

Hehe, I'm no grandmaster. Sure - I've learned more about RoR than AoK, but that don't make me a GM

Dunno a thing about unit formats...yet

The Dark Archer
HG Alumnus
posted 09-28-05 06:35 PM ET (US)     89 / 121       

Quote:

Techs themselves can be changed just about 100%, from what they do to where they are and what they say and look like.


What they say is found in the language.dll or the languagex.dll. So therefore when you edit the .dat file it would be a good idea to edited the .dll files as well.

The Dark Archer

"Try not to become a man of success but rather to become a man of value." - Albert Einstein
"I once met a girl who looked like a camel" - Rasteve
Death of the Morads | AoEH Design Series II | Out From the Cliffs
Mero
Clubman
posted 09-28-05 09:00 PM ET (US)     90 / 121       
Hey! I did it! I'm still a newb at this, but I changed Writing to be researched in a farm instead of a government center. That's not a wise change, but I made it work. I also tried to change gazelles' HP from 8 to 16, but without success: the game collapses when I try to start a random map. Seems I changed something about RM gaia unit appearance.

EDIT:

Quoted from The Dark Archer:

when you edit the .dat file it would be a good idea to edited the .dll files as well.

Actually, you shouldn't change the dat unit/building/techs' names. They are used by the game. If you want to change a unit/building/tech name, then edit the lanugage.dll only.

EDIT 2: @BlackWatch: Can you post the procedure for units? By the way, making the Trade Workshop useful for something is just a few tries away.

EDIT 3: I managed to change technologies' required age, cost, the building where it is researched at, and the button's location on the interface, thanks to scenario_t_c's article, and BlackWatch, who gave some tips. Of course researching Centurion in a farm is not realistic, but some other changes could be. Also after all this changes, I think the game will be unable to run multiplayer (unless the other players have the same changes or maybe the game is played under the host's empires.dat rules. Anyway, my only goal is getting beta units unlocked, but I think we're too far from that. (Maybe editing the GeniEd2 source?)


"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop

[This message has been edited by Mero (edited 09-28-2005 @ 10:21 PM).]

The Dark Archer
HG Alumnus
posted 09-28-05 11:44 PM ET (US)     91 / 121       
I'm still confused about how this all works but I'm looking through this tread and trying to find the info I need.

The Dark Archer

"Try not to become a man of success but rather to become a man of value." - Albert Einstein
"I once met a girl who looked like a camel" - Rasteve
Death of the Morads | AoEH Design Series II | Out From the Cliffs
Trisolo
Clubman
(id: scenario_t_c)
posted 09-29-05 00:37 AM ET (US)     92 / 121       
Unlocking beta unit requires ONLY the constant IDs of them.

I have just had my History test, though I was not doing well. I am gonna do well here.

Also, the location of a unit's hitpoint is located before the unit name, instead of after it. I will post an example when I go back home.

[This message has been edited by scenario_t_c (edited 09-29-2005 @ 00:39 AM).]

Mero
Clubman
posted 09-29-05 06:21 PM ET (US)     93 / 121       
Ok... Then, suppose I get the CN of the beta unit. How do I unlock it? I mean, make it appear in an scenario or better the scenario editor if possible.

Oh and by the way... Do GAIA units (such as gazelles, the equivalent for deer, or lions, the equivalent for wolves) have CNs?


"Hero" Mero
Roggan? Anonymous Ancient Villager
tcartaoe@yahoo.com

Age of Empires Heaven - AoE Cartography Workshop
BlackWatch
Clubman
posted 09-29-05 06:23 PM ET (US)     94 / 121       
Mero:
I started with moving techs about and changing their costs and fx. You must have had the wrong Gazelle thing.

Units:
Most things can be done with techs, easiest way for HP to be edited:

Open the hex in hexplorer.
Say we want to change the Improved Bow for Carthage:
Search for "Carthage"
Search for "Soldier-Archer2"
In between "Soldier-Archer2" and "Soldier-Archer1", there's 2 "(" or actually value of 40(the IB's HP).
Click the second one and type in "P", or actually 80 value
Compress it and the IB will have 80 HP.

Glad you're getting on!

TDA:
Hope you'll find it, I'll make a guide sometime.

SCT:
I've found HPs, they're the only things I've found yet though.

Bjossi:
I've done the Wonder HP upgrade.

Bjossi
Clubman
posted 09-30-05 02:53 PM ET (US)     95 / 121       
Cool, so the Wonder can now take quite the beating.
Btw, when you find the population limit, would you be so nice to make a DAT file that has only the pop change, house capacity and Wonder changes?
CenturionZ_1
Clubman
posted 09-30-05 04:16 PM ET (US)     96 / 121       
http://aoe.heavengames.com/cgi-bin/aoecgi/display.cgi?action=ct&f=1,5430,,10

Guys, this is the current state of affairs over what should be changed. Basically after 8 years, we stil lcannot agree what needs changing so I guess there will have to be different versions.

Also cuold you see what you can and cannot edit. (For example, I doubt you could remove the need to research short swrodsmen.)


CenturionZ_1
HG Angel
AoEH Staff

'In heaven an angel is nobody in particular.' - George Bernard Shaw
Age of Empires Heaven Agetoons About Me
BlackWatch
Clubman
posted 09-30-05 05:52 PM ET (US)     97 / 121       
You mean skip straight to Broad Sword? If so, nothing easier.
peter
HG Alumnus
posted 09-30-05 05:59 PM ET (US)     98 / 121       
That's not what he means. He means that shorties become available without the research, as soon as the player enters the Bronze Age.
BlackWatch
Clubman
posted 09-30-05 07:23 PM ET (US)     99 / 121       
In that case, I'm almost as dead sure you can. That stuff is easy.
Richard Ames
Clubman
posted 10-01-05 04:34 AM ET (US)     100 / 121       
Great to see all this stuff finally a reality - this is the best thing to happen to AoE in a long time. Keep up the great work, guys!

Richard Wilde
rswilde01(at)gmail(dot)com
Skype - Gmail - Firefox
Wikipedia
Review Thread - AoKH - GenieWiki
« Previous Page  1 2 3  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Empires Heaven | HeavenGames