Data Editing

AoEd/RoRd Tutorial - Part 3: Data Structure (2)


3a. Technology - Research Information Slot

· research_count: This is the number of research information slot(s) created by the database. (0~32767)
· research_%%_required_tech: These four numbers contained the IDs of the required technologies before this technology could be researched by the player. (-1 = disabled)
· research_%%_cost1/2/3_type: This is the type of the resource that would be spent to research this technology. (0 = food, 1 = wood, 2 = stone, 3 = gold)
· research_%%_cost1/2/3_amount: This is the amount of resource that would be spent to research this technology. (0~32767)
· research_%%_cost1/2/3_used: This controls whether such type of resource cost would be used by the game or not. (0 = no, 1= yes)
· research_%%_required_tech_amount: This controls how many of the required technologies specified in research_%%_required_tech should be researched before this one is available to the player. You can set something like only 1 of the 2 required technologies are needed before this technology could be researched by the player. (0~4)
· research_%%_location: This is the unit ID of the building where the technology can be researched.
· research_%%_name_language: This stores a string table ID. If there is a string resource with the same ID existing in language.dll (and/or languagex.dll for RoRd), the game would load the content of this resource as the name of the technology on the map editor list.
· research_%%_help_language: This stores a string table ID. In most cases, its value is 1000 higher than civ_%%_unit_**_name_language. If there is a string resource with the same ID existing in language.dll (and/or languagex.dll for RoRd), the game would load the content of this resource as the description of the technology researching command.
· research_%%_time: This controls how many game seconds researching the technology would take. (0~32767)
· research_%%_effect: This is the ID of effect slot that is used by this technology.
· research_%%_unknown01: ?
· research_%%_icon: This is the frame number of resource in INT50729.slp of interfac.drs that this technology would display as its button graphic.
· research_%%_button: This is the ID of the button slot where this technology would appear on the interface when the research building is selected by the player. You CANNOT add a new menu page by setting a technology button slot at page 2 as it is set default by the game. (1~10 for page 1, 11~20 for page 2)
· research_%%_pointer: Every technology slot should have two pointers with non-zero value to let the game recognize its existence. (0~2147483647)
· research_%%_unknown02: ?
· research_%%_name1_length: This controls the length of research_%%_name1.
· research_%%_name1: This would be the name of the research information slot and won't directly affect the gameplay process. The number of characters typed in here should not be more than the value of research_%%_name1_length minus 1.

3b. Technology - Effect Slot (Techage)

· techage_count: This is the number of effect slot(s) created by the database. (0~32767)
· techage_%%_name: This is the name of the effect slot and should always be A01.
· techage_%%_count: This is the amount of effect(s) in this effect slot. (0~32767)

Unit Attribute (Set to...)

· techage_%%_**_type: 0
· techage_%%_**_unit: Target Unit ID
· techage_%%_**_class: Target Unit Class ID
· techage_%%_**_attribute: Unit Attribute
· techage_%%_**_amount: New Value (When changing attack/defense strength, increase the value by 256 x attack/defense type)

Unit Attribute (Adding/Substracting)

· techage_%%_**_type: 4
· techage_%%_**_unit: Target Unit ID
· techage_%%_**_class: Target Unit Class ID
· techage_%%_**_attribute: Unit Attribute *
· techage_%%_**_amount: Added or Substracted Value (When changing attack/defense strength, increase the value by 256 x attack/defense type)

Unit Attribute (Multiplying)

· techage_%%_**_type: 5
· techage_%%_**_unit: Target Unit ID
· techage_%%_**_class: Target Unit Class ID
· techage_%%_**_attribute: Unit Attribute *
· techage_%%_**_amount: Multiplier (When changing attack/defense strength, increase the value by 256 x attack/defense type)

Civilization Header (Set to...)

· techage_%%_**_type: 1
· techage_%%_**_unit: ID of the Target Civilization Header
· techage_%%_**_class: 0
· techage_%%_**_attribute: -1
· techage_%%_**_amount: New Civilization Header Value

Civilization Header (Adding/Substracting)

· techage_%%_**_type: 1
· techage_%%_**_unit: ID of the Target Civilization Header
· techage_%%_**_class: 1
· techage_%%_**_attribute: -1
· techage_%%_**_amount: Added or Substracted Civilization Header Value

Civilization Header (Multiplying)

· techage_%%_**_type: 6
· techage_%%_**_unit: ID of the Target Civilization Header
· techage_%%_**_class: 0
· techage_%%_**_class: 0
· techage_%%_**_attribute: -1
· techage_%%_**_amount: Multiplier Value

Unit (Enabling)

· techage_%%_**_type: 2
· techage_%%_**_unit: Target Unit ID
· techage_%%_**_class: 1
· techage_%%_**_attribute: -1
· techage_%%_**_amount: 0

Unit (Disabling)

· techage_%%_**_type: 2
· techage_%%_**_unit: Target Unit ID
· techage_%%_**_class: 0
· techage_%%_**_attribute: -1
· techage_%%_**_amount: 0

Unit (Upgrading)

· techage_%%_**_type: 3
· techage_%%_**_unit: Source Unit ID
· techage_%%_**_class: Target Unit ID
· techage_%%_**_attribute: -1
· techage_%%_**_amount: 0

Technology (Cost Setting)

· techage_%%_**_type: 101
· techage_%%_**_unit: ID of the Target Research Information Slot
· techage_%%_**_class: Cost Resource Type
· techage_%%_**_attribute: 0
· techage_%%_**_amount: New Cost Value

Technology (Cost Changing)

· techage_%%_**_type: 101
· techage_%%_**_unit: ID of the Target Research Information Slot
· techage_%%_**_class: Cost Resource Type
· techage_%%_**_attribute: 1
· techage_%%_**_amount: Added or Substracted Cost Value

Technology (Disabling)

· techage_%%_**_type: 102
· techage_%%_**_unit: -1
· techage_%%_**_class: -1
· techage_%%_**_attribute: -1
· techage_%%_**_amount: ID of the Target Research Information Slot

Technology (Researching)

· techage_%%_**_type: 103
· techage_%%_**_unit: ID of the Target Research Information Slot
· techage_%%_**_class: -1
· techage_%%_**_attribute: 0
· techage_%%_**_amount: 0

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Unit Attribute List

0 = Hit Point
1 = Line of Sight
2 = Garrison Amount (From AoK)
3 = Size Radius 1
4 = Size Radius 2
5 = Speed
6 = civ_%%_unit_**_unknown19_02
7 = ?
8 = Armor Strength
9 = Attack Strength
10 = Reload Time
11 = Attack Accuracy
12 = Attack Range
13 = Work Rate
14 = Resource Carriage
15 = civ_%%_unit_**_unknown24_02 = Common Armour
16 = Missile Unit ID
17 = Upgrade Level? (For buildings)
18 = civ_%%_unit_**_unknown28
19 = Accuate Mode (For Missile, 1 = on)
20 = Minimum Range (From AoK)
21 = Population Supported (From AoK)
22 = Blast Radius (From AoK)
23 = Search Radius (From AoK)
100 = Resource Cost
101 = Population Occupation? / Creation Time (From AoK)

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3c. Civilization Bonus & Technology Tree

The following techages store the setting of civilization bonus and technology tree:

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

3d. Cheat Codes

The following techages seem to be containing effect(s) of a cheat code (instead of a technology):

128: Jack be Nimble
129: Flying Dutchman
132: Upsidflintmobile
133: Hoyohoyo
135: Dark Rain
136: Black Rider
137: Medusa
138: ICBM
216: grantlinkspence
217: king arthur

Next: Part 4: Data Structure (3)

Previous: Part 2: Data Structure (1)


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