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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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Keisari Tapsa
File Author |
Posted on 07/07/18 @ 12:38 AM
Game code needs to be changed so simply put the answer is no.
As you are editing the HD version the strings are in plain text file easily editable, but they will need to be separate mod from any dataset mod, to work. |
SirSgtCire |
Posted on 07/07/18 @ 02:08 PM
Ok, so I have tried making two separate mods, one with the data, and one for the strings. I tried this with the Vikings for modifying Berserkergang, but when I load the Vikings tech tree, the game crashes. When modifying existing strings, is there any specific detail that I need to watch out for (like, when to use "\n" in a description) that would cause the tech tree to crash? Or is there another file that needs to be modified besides the modded-strings-utf8.txt file for strings to work? |
Keisari Tapsa
File Author |
Posted on 07/08/18 @ 12:19 PM
\n is used to put line break into the string. Remember to have number at beginning and the string in quotes.
I don't know what the "modded" file is for, because it's the non-modded strings file that is used in mods.
Hard to say how tech tree could crash the game. Usually it is hidden if the data is corrupt.
I hope this helps. |
SirSgtCire |
Posted on 07/12/18 @ 03:37 PM
Hello again, I had one more question about using AGE 3 editor, about adding in units:
So I think I had said before that I was trying to remove Imperial Camel from the Indians, and add it to the Saracens. I was wondering how specifically that would work in terms of adding the unit to the tech tree. Here's what I know:
1) you can disable the Imperial Camel unit for the Indians
2) you can reassign the Imperial Camel unit to the Saracens directly under the techs tab
3) you can make existing Imperial Camel available to all civs, and disable it in each civ's tech tree effect
HOWEVER,
None of these options actually add the research for Imperial Camel to the tech tree. I have even tried using the Heavy camel icon instead of the imperial camel icon to see if that actually adds the tech for all civs.
So my question for you is: do you have any tutorials that show explicitly how to add new units to the stable for all civs, or even for just a particular civ? Anything would be helpful at this point, thank you! |
ph1191188 |
Posted on 07/23/18 @ 05:06 PM
Just downloaded the editor, seems pretty awesome. Not sure if this has been answered, but does anyone know if it's possible to edit what can be traded (i.e. adding other resources in addition to gold)? I've seen mods that double the amount of gold that can be traded but nothing about adding other resources.
Thanks!
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Keisari Tapsa
File Author |
Posted on 07/26/18 @ 11:41 PM
SirSgtCire, you mean they are not visible in tech tree, but can still be researched from the building? You said how to do it as it should be done.
ph1191188, You could try to change what the trade carts drop in their trade task resource out. |
kapa111222333 |
Posted on 08/14/18 @ 01:50 AM
firstly ,thx you for the great editor
I'm rather news,there some helping guild in the forum ,but it seem really complicated.
Thus I sum up my silly question:
1:how to add an ability to unit?
I added something like HD150 regeneration/151 Feitoria ability,and they really do nothing in game,but when I go to edit something like wood cost it does changed the building cost
there are many units(buildings)shared the same name,is they not-connected or any changed will effect the other somehow?
2:I would like to know those 2 ability :gather/rebuild and kidnap unit,it seem fun!
but I checked that villager don't have gather/rebuild ability ???448:Scout Cavalry ability listed loot gather and kidnap unit...but I never seen a scout do anything like this
3:what is the 109:unknown,nothing ability do?
I actually saw some member mention it in their comment.it seem to have a import role here many unit got this ability
4:some building have a loot table thing,it seem to drop thing,could I move it to unit too?
5:Attributes: I would like to make a undead game ,but it seem so hard to trick on every unit with undead tag without misclicked,how to make it work smooth,I see a undead mode in filter ,but it only give me DM0 on every unit...i dun get it how those work
what does recyclable mean??
5:I checked lumber camp and mill got no special ability...why it can collect resource??
6:some moding I would like to do:
A:making unit/building die and drop off their equipment/parts according to their train cost and building cost
it seem funny to bring villager to war and pick up left over(I would not let human drop meat,but horse is ok I think),btw how to make them drop more then 1 type of recourse
B:Generate some animal randomly over time on the map(especially sheep and deer)I always sad to kill all sheep in the game and would sometime just save up a few in a wall for keepsake.
C:would making new skill and ability Ai will using it too?Or they can only passive using sometime like passive income or create new animal/mine so they will farm it?
I would really appreciate some direction on where I could edited those things.ATM I only figure how to disable and enable some locked tech tree (changing value in 255-chun4 something)
sorry for super long comment and i pretty sure most of them is already asked (but reading tho 50 page on comment when I got no knowledge is too hard and confusing |
hiwatari117 |
Posted on 09/17/18 @ 01:10 AM
just saying, this editor is all greek and latin for me. Even with the guide in the university im not able to understand how to proceed. Is there maybe a video guide with voiceover or a simpler editor like the ingame scenario editor?? |
Keisari Tapsa
File Author |
Posted on 09/17/18 @ 01:48 AM
kapa111222333
Despite being over a month late I'll give some answers in case someone else finds them useful.
1) The regeneration is hardcoded to camels. I wonder why it is in the data file at all.
2) There are many villager units for each task. Such as lumberjack.
You need to remove attack ability from scout cavalry for the kidnap and loot to work I think.
3) I think 109 is nothing.
4) Only if you change the unit type from 70 to 80, so no.
5) Because nothing uses the undead mode by default. You can select as many units at once as you want and the changes will apply to them all, unless you edit attacks/armors or damage graphics.
Recyclable means that the object will go into storage to be reused later. It's not useful for modders.
The camps cannot collect resources. They are drop sites for lumberjack and miners.
6A) This can be done if you move the cost to resource storage, and only require that the cost is there, but not deducted and instead you store it as resource with mode 2 so you get it back when the unit dies. But since all units already use all three resource storages you would need to allow unlimited population basically as you would replace the population storages with the costs.
6B) This used to be possible in some beta version of the game, but not anymore.
6C) It's unlikely that the standard AI would use new abilities you have to the units.
hiwatari117
I have made some video guides on YouTube. You can find them here: https://www.youtube.com/playlist?list=PLWyNykEg6S0MxsXghkyIBoOvyhvEQ1AxZ |
Aldaron666 |
Posted on 09/26/18 @ 04:00 AM
I have downloaded the file, unzipped it and yet I am unable to open it. I have tried both normal and as administrator to no avail.
I am using AoE2 (HD).
Any idea on what might be happening and how to solve it? Thanks. |
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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: | 73,808 |
Favorites: [] | 101 |
Size: | 3.70 MB |
Added: | 09/04/11 |
Updated: | 05/21/23 |
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