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Advanced Genie Editor 2023
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Author |
File Description |
Keisari Tapsa |
Posted on 09/04/11 @ 07:56 AM (updated 05/21/23)
File Details |
Version: |
Age of Empires II: DE |
Screenshot:
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Advanced Genie Editor
for Age of Empires, Rise of Rome (including DE), Age of Kings, The Conquerors (including DE), Star Wars Galactic Battlegrounds and Clone Campaigns.
This is a program for editing data of genie (DAT and DLL) files. It can edit properties of units, civilizations, technologies, graphics, terrains, sounds, player colors and some other things.
Please, ask questions on the forums.
Check out this program also. It's for graphical modding.
For editing language files in The Conquerors,
I recommend this download.
Version History
Guide makers et cetera, please include the version into which your guide was written.
Version 2023.5.21:
-Restored functionality for Star Wars.
Version 2023.5.17:
-Added support for Return of Rome.
Version 2023.3.7:
-Fixed heap corruption when using a language DLL file.
Version 2022.8.21:
-Improved search filters.
-Terrains can use localized name, if available.
Version 2022.2.2:
-Prevent focusing on sub-lists unintentionally.
-Updated default civilization resource names for AoE II DE.
-Allow choosing a file for editable lists.
Version 2021.10.24:
-Added support for updated Expanding Fronts.
-Added missing technology effect types into list for AoE II DE.
Version 2021.8.23:
-Restored redundant and slower, but functioning erasure of multiple items from lists.
Version 2021.7.25:
-Restored modifiers for strings, /+ with text to append, and /- with integer to shorten the strings.
Version 2021.7.19:
-Added hero glow sprite for units.
-Fixed display angle in SLP view.
Version 2021.5.9:
-Updated technology effect attribute list for DE2.
-Updated armor list defaults for DE2.
-Fixed multiple bugs in units and terrain restrictions tabs.
-Added additional folder for loading modded sprite files.
-Prevented AGE windows from spawning beyond observable desktop.
-Fixed fresh bug in SLP view close handler.
Version 2021.4.25:
-Fixed more bugs in effects tab including inability to type in negative armor and attack values for UP and DE2.
-Show all angles of DE sprites.
-Fixed targeting with mouse.
Version 2021.4.18:
-Scroll rate of tabs can be adjusted in options.
-Window no longer spawns larger than screen space.
Version 2021.4.11:
-Age of Empires DE SLP shadows displayed.
-Sprite cache based on memory used instead of sprite count.
Version 2021.4.4:
-Fixed crash when no palettes were loaded.
-Made SLP view update more reliably.
-Smoother scrolling.
-Improvements for high display scaling.
Version 2021.4.2:
-Added SMX reading support.
-Fixed reading Age of Empires DE SLP files.
-DE palette paths are saved in recent list.
-Improved reading of palettes.
-Fixed some rare crashes when switching data files.
Version 2021.3.22:
-Fixed several bugs in effects tab.
-Reduced lag when dragging main window.
-Stopped old recent paths from opening as wrong version.
Version 2021.3.15:
-Updated effects tab for UserPatch 1.5.
-More accurate text input error messages.
Version 2021.3.12:
-Added support for Expanding Fronts 1.3 and beyond.
-Fixed bugs in effect commanmd type drop down menu.
Version 2020.10.2:
-Support for new charge and damage resistance features in AoE II DE.
-Revealed hidden boxes in tech effects for new features in AoE II DE.
Version 2020.6.12:
-Fixed bug with language text indexes.
-Renamed technology cost and time modifiers for AoE DE.
Version 2020.3.30:
-Support for new AoE II DE game features.
Version 2019.11.28:
-Added more unit search filters.
Version 2019.11.22:
-Fixed default paths for AoE II DE.
Version 2019.7.2:
-Negative armor types can be changed via effects.
-Supports newer game versions.
Version 2018.1.29:
-Marked resource multiplier as not available in AoE 1.
Version 2017.11.7:
-Internal unit name filter works the way it used to.
-Graphics can be filtered by rainbow.
-Images are saved centered on hotspot.
Version 2017.10.6:
-Saving an SLP handles player color properly.
-Deleting terrain tables uses correct indexes.
-Unit terrain table defaults to 0.
-Small improvements here and there.
Version 2017.5.17:
-Fixed loading order of DRS files.
-Fixed a problem with angle sound count.
-Editing box widths are customizable.
-New icon by gagman.
Version 2017.3.14:
-Scrolling lag fixed.
-Graphic sounds can be heard.
-Many unknowns named.
-Able to show loose SLP files along with DRS.
-Fixed bugs in saving data with enter.
-Can save as different game version.
-Fixed bugs in relisting.
-Improved tooltips all over.
-Fixed switching between building and unit icons.
-Pause between animations visible.
-SLP cache improved.
Version 2017.1.10:
-Fixed pasting terrains.
-Fixed buttons on terrain tables and borders.
-Mirrored graphics with two angles display properly.
-Added some helpful buttons to graphics tab.
Notes
Make your own backups or use the auto-backup feature!
Extract to anywhere and run. No help files are included.
You may need to run the program as administrator if your game is installed in a protected folder.
You may be able to undo changes by going back to the text box and pressing Ctrl + Z.
Tips
You can have multiple search entries separated with "|" letter.
Upper search boxes are inclusive and lower ones exclusive.
Example: "tower|ship|ram"
Use the check boxes to toggle matching between all and any entries.
Developers
Mikko "Tapsa" P, since 2.0b
Apre - genieutils, 2.1a to 3.1
Estien Nifo aka StSB77, 1.0a to 2.0a
Credits
Ykkrosh - GeniEd 1 source code
Scenario_t_c - GeniEd 2 source code
Alexandra "Taichi San", DarkRain654 - data file research
DiGiT, JustTesting1234, AOHH - genie file structure
Cysion, Kris, Sarthos - important help
Tevious - SMX support
Grenadier (RvA) - terrain patch
withmorten - UserPatch effect support
BF_Tanks - some help
Donnieboy, Sarn, chab - tooltip texts
gagman - new icon
Follow development here and here.
My other uploads.
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Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 [40] 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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GregStein |
Posted on 10/04/16 @ 09:53 AM
Is there a way to edit the terrains texture ? |
Keisari Tapsa
File Author |
Posted on 10/05/16 @ 09:46 AM
Yes there is. Terrains are stored in their own DRS file and each tile is a frame. Whole terrain graphic consists of multiple tiles. When designing you do the whole set, then split it into tiles. |
Henry_Burris |
Posted on 10/31/16 @ 07:57 PM
Does this work with AOE2 HD, the forgotten?
I've tried and can't get it to work. Any help would be greatly appreciated |
emxinhkokieu |
Posted on 11/03/16 @ 06:01 AM
Hi,
Thank for your great work.
I have 2 problems about my scenario:
* The "search radius" in "unit tab" seem to cap at 15. When I change my tower "search radius" to 16 or greater (and LOS, range min / max accordingly), the tower doesn't auto hit the enemy trebuchet sitting at range 16. I must manually control the tower to attack. Is there anyway to increase the search radius (or auto attack range) past 15 ?
(UpdaTE: I just test for trebuchet: the search radius is capped at 16. All other archer unit: 15)
* How to create different fighting units with different regeneration ability ? Currently I put every unit in hero mode, which give healing ability about 7HP per sec.
But I want each unit has different regeneration rate, which can be changed in the editor (like Berserk)
ALternatively, the ability to heal ally (like monk) is also ok. I google and all the solution I get is using trigger, which is not the genuine healing effect.
- I try to modify the attribute 109 - Regeneration Rate (types 40-80) in tech tab but it doesn't work.
- Replicating a berserk and modify resource 96 also doesn't work for the new berserk
I believe there must be a way to create the auto-heal unit.
Thank for your time and look forward to your reply[Edited on 11/03/16 @ 10:04 AM]
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Keisari Tapsa
File Author |
Posted on 11/03/16 @ 12:39 PM
@Henry_Burris
The Forgotten was made using this tool.
Try the defaults buttons in the open dialog.
@emxinhkokieu
Unit actions might have to do with search radius, but it could need game machine code editing.
If you have the African Kingdoms expansion then you can assign to units regeneration rates using the unit action 109 IIRC. The regeneration of Berserk is fixed in the game code to only work for their unit numbers. You can copy any unit over berserk slots and they should be regenerated. |
Tocaraca |
Posted on 11/12/16 @ 11:51 AM
How do I copy my changed stats of a unit to every civilization? It will take ages to manually change them for all 18 civs...
EDIT: Never mind, I've done it.[Edited on 11/12/16 @ 01:08 PM]
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Tocaraca |
Posted on 11/13/16 @ 04:18 PM
I have modded The Conquerors with similar changes to what The Forgotten and The African Kingdoms introduced (for example buffing the Throwing Axeman, and making Camels no longer ships) and I have successfully made Watch Towers and Guard Towers deal +1 damage to Camel units and Castles and Keeps deal +2 to them; I couldn't get anything to work with the Town Center, because there are loads of Town Centers in the units list! Some of them have the same stats, and some just don't have any attack/armor stats at all, it's weird. I am very confused. |
Tocaraca |
Posted on 11/14/16 @ 04:40 PM
Also, I cannot find certain bonuses, such as the Franks' knight HP bonus, and the Mayans' longer lasting resources. Where are they?? |
Keisari Tapsa
File Author |
Posted on 11/17/16 @ 03:06 AM
The actual town centers that you should care about when making techs are units 109, 71, 141, 142.
Use the effects of all technologies search box. I typed "attr 0|class 12" there and found the Franks' knight bonus very fast. Attribute 0 is hit points as seen on the attribute list above and knight belongs to class 12 as seen in units tab.
Mayans' resources lasting longer bonuses are in their technology tree tech 449. Look for "set resource" effects that change "productivity" resources. |
TyranicRex |
Posted on 12/02/16 @ 07:24 PM
Hi,
Does anybody happen to know how to prevent projectiles from passing over trees/resources/buildings/walls. This is actually for Star Wars Galactic Battlegrounds but was not sure if it made a difference. Regardless I've tried messing with multiple attributes and features in the genie editor but cannot get projectiles to be stopped by trees etc. Any help appreciated.
Thanks |
Pages: « First « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 [40] 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 » Last » |
HGDL v0.8.2 |
Rating |
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5.0 | Breakdown |
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Usefulness/Novelty | 5.0 | Quality/Instructions | 5.0 |
Statistics |
Downloads: | 73,806 |
Favorites: [] | 101 |
Size: | 3.70 MB |
Added: | 09/04/11 |
Updated: | 05/21/23 |
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