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Age of Empires Heaven » Forums » The Hall of Fame » Tech edits!
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Topic Subject:Tech edits!
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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:
CenturionZ_1
Clubman
posted 10-01-05 06:10 AM ET (US)     101 / 121       
Has anyuone realised the potential this could have in scenarios?

Annoyed that hero Tiberius refuses to be upgraded? Then ditch him and make the chariot/scythe a hero. Add heroic stats and disable it from the tech tree and rename the language.dll. Voila, one new hero.

We could even do this with out own FotN cmapaign...you know give the n00bs cheat unit hacked stats (999) for example.


CenturionZ_1
HG Angel
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The Dark Archer
HG Alumnus
posted 10-01-05 06:27 AM ET (US)     102 / 121       
There was a small chat about that in the first couple of pages of this thread. The only drawback would be people who wouldn't want to change the dat file in fear that they might crash the game.

The Dark Archer

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BlackWatch
Clubman
posted 10-01-05 02:14 PM ET (US)     103 / 121       
CenturionZ_1:
Done. I've now made it so that the instant you get to the Bronze Age - Short Swordsmen are avail. It isn't neccersary to research Axe either.
Mero
Clubman
posted 10-01-05 04:20 PM ET (US)     104 / 121       
It would be helpful for other people editing HEX if you post what did you do.

By the way... How do I enable/disable a building from the game? It might be useful for a random map, for example.


"Hero" Mero
Roggan? Anonymous Ancient Villager
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Richard Ames
Clubman
posted 10-01-05 07:50 PM ET (US)     105 / 121       
AoK uses RMS files to generate random maps. We don't know how AoE does it though - could it be in the dat file? It would be an interesting area to look into.

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Mero
Clubman
posted 10-01-05 10:17 PM ET (US)     106 / 121       
I agree. I changed something related to gazelles once, and RM didn't work anymore, but scenarios and campaigns still did (I had a backup so I can still play RMs).

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

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wedsaz
Clubman
posted 10-02-05 05:03 AM ET (US)     107 / 121       
What I meant was that short swordsmen, and the broad sword tech, should require the axe but stay in the bronze age.

I don't think it would be worse than a camel rush.

Give spear chariots +5 vs infantry like cavs get now, and they'd be cost-effective counters.

main changes i'd like to see...
- farm upgrades also increase farming rate by +0.05f/sec
- double meat carrying capacity to make hunting easier
- land trade would be cool for gold civs

- short swordsmen and broad sword only require axe
- spear chariots +5 vs infantry
- cavs +2 piercing armor
- scythes -1 range and -2 damage
- weaker siege, I'm thinking half damage

- carth -20% age cost (400f, 640f, 800f 640g)
- choson +50% on all swordsmen (legions unchanged)
- greek +2 slinger range, ALL boats +30% speed
- palmy gets 300f in default start
- persian gets artisanship
- phoenie gets +25% wood rate (just enough to compete)

I think that covers the main problems as I see them.


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Bjossi
Clubman
posted 10-04-05 07:30 AM ET (US)     108 / 121       
I´ve been trying to make a good AI that has more than 100 units, but I always get the feeling that the computer still builds not more than 50 in multiplayer with 150 pop limit selected.

Or am I just impatient because AI is slower at following a plan than the human brain?

Btw, how does the AI work? Does it create 6 villagers, then build a building and then create 5 villagers etc.? Or does it create 11 villagers while it builds the building?

BlackWatch
Clubman
posted 10-04-05 04:18 PM ET (US)     109 / 121       
Mero:
Depends what kind of edit you want to do. Whether you want to edit a tech or a techs effect.

I think it's possible to disable a building

What did you change in Gazelle?

RA:
I don't think they're in the .DAT, haven't found any evidence. AoK stored it in "gamedata.drs".

wedsaz:
I think that most of your changes are doable.

Bjossi:
I don't know anything about computers except for the stuff in the 3rd Punic War campaign.

Mero
Clubman
posted 10-04-05 04:57 PM ET (US)     110 / 121       

Quoted from BlackWatch:

I think it's possible to disable a building

If you could tell me how you enable/disable it...

Quoted from BlackWatch:

What did you change in Gazelle?

I don't remember exactly. I searched for gazelle until I found the "grazing" gazelle, and edited something, which was 08 both in Hex and Decimal. Naturally, I thought it was the HP, and edited it, but the game crashed each time I tried to start a RM. I saw the gazelles in the scenario editor, and they still had 8 HP, so I had no success.

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

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BlackWatch
Clubman
posted 10-04-05 05:44 PM ET (US)     111 / 121       
The only way I currently( ) know of to 'disable' a building is to give it 0 HP. I don't yet know how to actually disable it.

About the gazelle, I'll look into it. Thanx for telling me.

Mero
Clubman
posted 10-05-05 07:28 AM ET (US)     112 / 121       
There must be a boolean which enables/disables the units/buildings. Like with technologies.

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

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CenturionZ_1
Clubman
posted 10-05-05 04:06 PM ET (US)     113 / 121       
Yeah, can't you update every civ's tech tree so no one gets to build that unit.

CenturionZ_1
HG Angel
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BlackWatch
Clubman
posted 10-05-05 05:00 PM ET (US)     114 / 121       
There easily might be a easy way to disable units/buildings. I guess I have to take a good look.

CZ_1:
What unit?

Mero
Clubman
posted 10-05-05 10:31 PM ET (US)     115 / 121       
Could you explain in detail how did you change the unit costs?

And building HP too, please ^^.


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

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[This message has been edited by Mero (edited 10-05-2005 @ 10:33 PM).]

Trisolo
Clubman
(id: scenario_t_c)
posted 10-06-05 07:01 AM ET (US)     116 / 121       
Hi, all!

In these days, I am trying to learn about the AOE2 unit structure. I posted my current progress at Tsunami Studio's forum. You can refer to it here. Obviously, AOE2 does feature many function that AOE1 hasn't, like heroization. Data of a AOE1 unit should be much shorter than its counterpart in AOE2. Still, I believe their structure should be similiar, and therefore you may use it as a reference.

When I get all AOE2 things done, I will go to AOE1.

[This message has been edited by scenario_t_c (edited 10-06-2005 @ 07:02 AM).]

BlackWatch
Clubman
posted 10-06-05 04:12 PM ET (US)     117 / 121       
Mero, I'll try make a guide soon. It should be descriptive enough. I hope

It will be detailed.

Bjossi
Clubman
posted 10-07-05 10:06 AM ET (US)     118 / 121       
I´m still waiting for the post that says population limit can be changed in SP inside the DAT file.
Gurluas4000
Clubman
posted 10-07-05 10:07 AM ET (US)     119 / 121       
any idea about editing scenarios??
i want beta units/buildings
Trisolo
Clubman
(id: scenario_t_c)
posted 10-07-05 01:59 PM ET (US)     120 / 121       
To disable a building, use a tech. In AOE2, one of the tech effects is disabling.
Trisolo
Clubman
(id: scenario_t_c)
posted 10-08-05 01:20 PM ET (US)     121 / 121       
I have started studying AOE1 data, and I GUESSED some of their meaning. It would be apperciated if anyone could test them for me.

Unit Structure (Soldier-archer1 = Bowman)

1000040032141A1800001901A800FFFF
0023000000E040009A99993E9A99993E
6666E63F8000CF000500060000FFFF00
FFFFFFFFFFFFFFFF3333B33E3333B33E
00000700000000000020410304040104
0000803F00D29A0100225E02002B3F00
000000000000009A99993E9A99993E66
66E63F0400000080BF020B000000803F
0213000000803F01007E00FFFF040053
6F6C646965722D417263686572310004
009A99993F9502FFFF0000000000FFFF
000000000000FFFF0000E0400000803F
FFFFFFFF007F007F0000030001000000
000700FFFFFFFFFFFFFFFFFFFFFFFFFF
FF000000000000000000000000010000
4040010101000000050000FFFFFFFFFF
FFFFFFFFFFFFFF010001000003001400
FFFFFFFFFFFFFFFFFFFFFFFF00000000
000000000000803F0000000000000000
000000040000FFFFFFFFFFFFFFFFFFFF
FFFF01000200006D00FFFFFFFFFFFFFF
FFFFFFFFFFFFFF000000000000000000
00000001000040400000000000000000
00FFFFFFFFFFFFFFFFFFFFFFFF000100
0300030002000100FEFF04000000FFFF
0000A040000000003333B33F09006400
000500000000000000003F0000C03F03
000000000F00000003000000A0403333
B33F0000280001000100140001000400
010000001E00570001000046


  • 1000 : Internal Name Length
  • 0400 : Constant ID
  • 3214 : Unit Name Language ID
  • 1A18 : Training Command Language ID
  • 0000 : possibly Unit Class
  • 1901 :
  • A800 :
  • FFFF :
  • 00 :
  • 2300 : Hitpoint
  • 0000E040 : Float 7, possibly Line of Sight
  • 00 :
  • 9A99993E : Float 0.300000019(0.3), possibly Unit Size Radius 1
  • 9A99993E : Float 0.300000019(0.3), possibly Unit Size Radius 2
  • 6666E63F : Float 1.799999952(1.8)
  • 8000
  • CF00
  • 0500
  • 0600 : possibly icon ID
  • 00
  • FFFF
  • 00
  • FFFFFFFF
  • FFFFFFFF
  • 3333B33E : Float 0.349999994(0.35), possibly Editor Selection Radius 1
  • 3333B33E : Float 0.349999994(0.35), possibly Editor Selection Radius 2
  • 0000
  • 0700
  • 0000
  • 00
  • 00002041 : Float 10
  • 03
  • 04
  • 04
  • 01
  • 04
  • 0000803F : Float 1
  • 00
  • D29A
  • 0100
  • 225E
  • 0200
  • 2B3F0000000000000000
  • 9A99993E : Float 0.3000000119(0.3), possibly Selection Radius 1
  • 9A99993E : Float 0.3000000119(0.3), possibly Selection Radius 2
  • 6666E63F : Float 1.799999952(1.8)
  • 0400 : possibly Store Resource Type
  • 000080BF : Float -1, possibly Store Resource Amount
  • 02
  • 0B00
  • 0000803F : Float 1, possibly Population Counted
  • 02
  • 1300
  • 0000803F
  • 0100
  • 7E00
  • FFFF
  • 0400
  • 536F6C646965722D4172636865723100 : Internal Name
  • 0400 : possibly Constant ID used in AI file
  • 9A99993F : Float 1.200000048(1.2), possibly Movement Speed
  • 9502
  • FFFF
  • 0000000000
  • FFFF
  • 000000000000
  • FFFF
  • 0000E040 : Float 7
  • 0000803F : Float 1
  • FFFFFFFF
  • 00
  • 7F00
  • 7F00
  • 00
  • 0300
  • 0100
  • 000000
  • 0700
  • FFFFFFFFFFFFFFFFFFFFFFFFFFFF
  • 000000000000000000000000
  • 01
  • 00004040 : Float 3
  • 01
  • 01
  • 01
  • 00
  • 00
  • 00
  • 0500
  • 00
  • FFFFFFFF
  • FFFFFFFF
  • FFFFFFFF
  • 0100
  • 0100
  • 00
  • 0300
  • 1400
  • FFFFFFFF
  • FFFFFFFF
  • FFFFFFFF
  • 00000000
  • 00000000
  • 0000803F : Float 1
  • 0000000000000000000000
  • 0400
  • 00
  • FFFFFFFF
  • FFFFFFFF
  • FFFFFFFF
  • 0100
  • 0200
  • 00
  • 6D00
  • FFFFFFFFFFFFFFFFFFFFFFFFFFFF
  • 000000000000000000000000
  • 01
  • 00004040 : Float 3
  • 000000000000000000
  • FFFFFFFF
  • FFFFFFFF
  • FFFFFFFF
  • 00
  • 0100
  • 0300 : possibly Attack Strength 1 Type
  • 0300 : possibly Attack Strength 1 Point
  • 0200
  • 0100
  • FEFF
  • 0400
  • 0000
  • FFFF
  • 0000A040 : possibly Attack Range
  • 00000000 : possibly Blast Radius
  • 3333B33F : Reload Time 1
  • 0900 : possibly Projectile Unit ID
  • 6400 : possibly Accuracy Percentage
  • 00
  • 0500
  • 00000000
  • 0000003F
  • 0000C03F
  • 03
  • 00000000
  • 0F00
  • 0000 : possibly Displayed Melee Armor
  • 0300 : possibly Displayed Attack Point
  • 0000A040 : possibly Displayed Attack Range
  • 3333B33F : Reload Time 2
  • 0000 : Cost 1 Type
  • 2800 : Cost 1 Amount
  • 0100 : Cost 1 Used
  • 0100 : Cost 2 Type
  • 1400 : Cost 2 Amount
  • 0100 : Cost 2 Used
  • 0400
  • 0100
  • 0000
  • 1E00 : possibly Training Time
  • 5700 : possibly Training Building
  • 01 : possibly Train Button Slot
  • 0000 : possibly Displayed Pierce Armour
  • 46

[This message has been edited by scenario_t_c (edited 10-11-2005 @ 05:09 PM).]

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