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

Mod Design and Discussion
Moderated by Sebastien, John the Late

Hop to:    
Welcome! You are not logged in. Please Login or Register.597 replies, Sticky
Age of Kings Heaven » Forums » Mod Design and Discussion » The AOKH Modders Guild
Bottom
Topic Subject:The AOKH Modders Guild
« Previous Page  1 ··· 10 ··· 14 15 16 17  Next Page »
Sebastien
Dark Samurai
posted 06-21-14 03:43 AM CT (US)         





Welcome to the AOKH Modders Guild.

You can ask questions here, use it as a discussion board or simply use it as a reference when you need help; for both Steam and Userpatch versions of the game.

However, please note, the majority of this topic is written for the Userpatch 1.5 edition of AOK.


If you don't already have Userpatch, I would recommend you download it now.


Userpatch is a fan made patch which adds a ton of new features to the vanilla game and is indispensable to the both the scenario design and the online community.
It also opens many new doors to the modding capabilities of the game; these are just a few of the additional options Userpatch can offer:

- Add new civilizations
- Add the 5th resource to your mod
- Use hidden resources for creating new effects or stats for units, creating limited buildings and more.
- Creating many new tech effects, opening up a wide array of options, including techs which effect allies and enemies.
- Add in HD style additions, such as revealing relics on map, creating Feitoria type buildings, add siege towers which send units over walls, garrison villagers and sheep into ships...and much much more.












First of all you need to understand the different file types of AOK and how we can edit them accordingly. Everything you will be editing is stored in your Age of Conquerors directory and might look something like this:

C:\Games\Age of Empires 2\Data

Within the data folder, you will see a list of files, including:

Terrain.drs - contains all graphics for terrains.
Interfac.drs - contains all graphics for the interface and menu items and images. Also contains sounds for menu clicks, town center bells, battle started sounds etc.
Graphics.drs - all unit, building and objects graphics.
Sounds.drs - sounds for all the units (music & terrain sounds are stored in the /Sound directory).
Empires2_x1.dat - Vanilla data for original game.
Empires2_x1_p1.dat - C patch Conquerors version data. This is the main data file you should be editing.
gamedata_x1_p1.drs - This file (and variations of it), contain the RMS scripting portions of the base game, along with any additional files which are added to the game. AOK will always treat the gamedata_x1_p1.drs as the final edition of anything. So for example, if you add an edited terrain SLP named 15001.slp into the gamedata_x1_p1.drs file, then the game will load this file instead of the original one in terrains.drs.

This is incredibly important to note when creating new mods. It is much better to ADD files into the gamedata_x1_p1.drs rather than the original files. This makes it easier to keep track of new SLP's and also keep the file size when sharing your mod smaller. I'll go into more details on this later on.

Drs files contain all the graphics and sounds etc you see and hear in game. Think of it like a zip folder and inside it is lots of other files.

Inside each drs file are files called slp’s. These are the individual graphic files; each slp contains the graphics for a particular unit or terrain or menu.

The empires2_x1.dat file is what stores all of the stats data in the game, i.e. it tells your archer how many hitpoints he has, it tells your building it can collect food, and tells your town centre it can research castle age at a certain point.

Language Files

Language files are editable .dll files which contain all of the text you see in game. For example, hints, expanded information, dialogue, menu names, unit names etc*.

Language files are named; language.dll, language_x1.dll and language_x1_p1.dll. These are located in the main AOK directory.




For editing data the only file you need is Advanced Genie Editor (or AGE, for short).

Download it here!

This is the most up to date data editing software. You can use AGE to edit research, techs, units stats, buildings, gaia objects, add graphics, create new units, give abilities to other units/building (for example making a house garrison able) and so much more.

University Tutorials

-Introduction to creating units using AGE (this is AGE 2 but the concepts are the same).
- How to create a maximum build, limited number unit/building



This is the way of changing the labels in AoK, such as the name of a unit or building, the main menu text and even the text of many of the scenarios. In order to change them, you need to edit the language.dll files. To do this, you need an editor (listed below). There is also an excellent language editing tutorial over at the SWGB forum here.

NOTE: Before editing your current language files, I recommend downloading the most recent language files from the Blacksmith. The download combines all of the language files together into one, so it makes it a lot easier and quicker to edit the file.

Download it here!

Pebble32
This file is used for editing any .dll and works slightly better than reshacker as you can view what the strings say before scrolling through them all (unlike reshacker) and it contains a search function. The only problem is you can't add new strings.

Resource Hacker
An easy and straightforward program for editing .dll files. With this you can add new strings.




Graphics editing is my favorite part of modding. It opens up a whole new world of creativity. Anything you can imagine, you can make. Best of all, now you can put it into AOK and play it.

For inserting new slp's, editing current slp's, editing drs files and so on, you only need one program. This program is called SLX Studio.

Download it here!

University Tutorials

- Poser tutorial for making units
- Sketchup Building Tutorial
- 2D Photoshop Tutorial

So how do I actually create new graphics?

Well first of all we need the right software to make the graphics. Good for us that it doesn't have to be that complicated and can be done to a good enough standard without using really expensive software.

There are two ways of modifying graphics for AOK.

3D- You will make model the object, add the textures, render it into an isometric format, use a photo editing software to modify its palette and touch it up and then insert into the game.


Here are two rendering presets for AOK style camera angles and lighting.
I will try to add more of these for different software over time.

Poser
3ds Max

2D- You don't have to be experienced in modelling to create new units. You can use methods such as copy and paste (look at Age of Chivalry - fantastic copy and paste methods there). Copying and pasting is great, as you can design graphics that automatically match with everything else in AOK and you don't have to worry about perspective. You can use different tools as well like color alterations to give a different look to your buildings.

What software will I need?

Over the course of modding I have come across many different pieces of software but to be honest a lot of them are useless or outdated so here is my version of what you should use.

Free Software - Picture Editing

GIMP. This allows you to pretty much do most the things Photoshop can do. It is easy to use and is great for copy and pasting work for AOK.

Free Software - 3D Modelling

Sketchup. This is an amazing tool used by many professionals. You can make anything you want using this program. Matt Li Vecchi wrote a good tutorial on this here. You can also go to Sketchucation, for some more in depth tutorials and plugins.
-Kerkythea Renderer – A free renderer for Sketchup. Gives you some good results.
-POV RAY – Another Renderer that can be used with sketchup. POV RAY is really useful for many other applications too like Arboro(another tree generator).

G Max. Gmax is a 3D modeling application based on 3ds Max. It is good for modeling, texturing, and basic animation rigging and keyframing capabilities. Was widely used in the development of Sim City 4, including its mods.

Daz Studio 3D. Daz Studio works a lot like Poser, and even supports a lot of Poser models. This program tends to concentrate on developing humanoid models, so use this for your unit creation.

Blender. Completely free and a great 3d tool used by many professionals and amateurs alike.

Paid Software - Picture Editing

Adobe. Adobe Photoshop would be the main piece of software you need and can do pretty much anything you want it to. Probably by far the best photo editing software out there.

Coral Painter. Personally I really, really like this piece of software. If you can paint, or draw or anything like that then this is the software you need. As for use with AOK? You can use it for interface, menu/civ pictures, touching up buildings and units or even making new objects from scratch (tho you'd have to be pretty good at painting).

Paint Shop Pro. This is another good editing tool, though isn't in the same league as PhotoShop and it's better than GIMP. That also explains the much cheaper price.

Paid Software - 3D Modelling

Pretty much anything by Autodesk. This company is like the Optimus Prime of the 3D graphics world. I would recommend starting on 3D Studio Max, but Maya is also good. Expect to pay $1000’s of dollars. HOWEVER - if you are a student and use it for none commercial purposes you can get the entire Autodesk suite completely FREE, here!

Poser
A tool for creating 3D characters. Great for unit design. Tutorial.

Again, you can use whatever you want to model. There are loads of programs you can use like Maya, Zbrush, Lightwave, Vue (great for terrain creation and mountains and the like).

There are also loads of fantastic plugins, tutorials and pre-made objects out there online you can download and use (ensuring they are free for non commercial use).

Websites

Turboquid is a good website for downloading or buying 3d models.

3dstudio is another good website.

For a good source of free textures I highly recommend CG Textures. Again a search engine will help a lot here, eg. free textures.



When making anything for use in AOK you will need to convert it to a 2d image and also render it to an isometric view with correct lighting (lighting in AOK comes from the East).

You will then need to change the palette of the image to the AOK palette.

I decided to upload them to the blacksmith, the download link is here.

To use with GIMP. View this image for some guidance .
Load your image. Go to the menu bar, windows, dockable dialogues, palettes.
Now in that box click on the back arrow looking thing and then go to Palettes menu, import palette. Then in the import palette box, go to palette file, search for where you unzipped the .act file and click import. This will add this palette to the palette box.




I will add a very short section to this to be updated with in depth data editing on the matter very shortly. Basically for now adding terrains works the same way as adding graphics. You can add NEW terrains to your terrain.drs file (for replacing none editor terrains) aswell as replacing the normal ones you see in game. Here is a link to a modpack which changes the hidden terrains you find in game. Open the genie file in genie 1 and then read the terrain.text to view in detail. For normal terrain editing you will be better off running mod pack studio 3. You can find it here. I dont recommend using mod pack studio 3 for anything else other than saving the terrains. That will create the slp. Once you've done that open the project in mod pack studio 2 to write an install script and run the modpack. Modpack studio 3 tends to crash a lot, and I mean, I have to reinstall it every time I close it. It has though an excellent import image function which automatically cuts your terrain into nice aok sized squares. So find an image of terrain you like or which you made. Import image and viola. You terrain image must be set at 970x490. This is the simplest way ever. (Will update soon with in depth detail)




Righto. Just a quick update. All sounds can be edited in the game whether it is a unit sound or a building sound, or even the in game sound like main menu music or win screen music. To edit sounds you'll need mod pack studio. Go into modpack studio, you will find the sounds.drs in the location tabs. In here every single sound for every unit and every nation is there. You will find the sounds list in the mod pack guild zip. You can import sounds using the import button and click save. There are also sounds in the interface.drs. These will be your sounds for things like the 'your being attacked' sounds or the menu button hover sounds and so on.




(coming soon)

[This message has been edited by Sebastien (edited 10-22-2018 @ 11:44 AM).]

AuthorReplies:
Powery
Squire
posted 07-10-18 06:36 AM CT (US)     526 / 597       
It should. I don't know, sorry. It works for me.

Maybe there's a secondary projectile that has the gun sound?

[This message has been edited by Powery (edited 07-10-2018 @ 06:38 AM).]

Fedemantoni94
Squire
posted 07-31-18 10:21 AM CT (US)     527 / 597       
Hello!! I have a small problem with the SLP files. I want to see the files in the directory: "resources \ _common \ slp" in SLP Editor but they look like this image:
I think they are graphical interface files. Is there any way to see them correctly and edit them? I also need help with graphics that do not work well with any of the SLP Editor's color palettes. I thank you


#========{O}========#
-\\ Legendary Edition //-
Total conversion coming soon
Enhanced Interface Edition
Sounds of Empires
#========{O}========#
Vardamir
Huskarl
posted 08-03-18 02:51 PM CT (US)     528 / 597       
@Possidon the attack graphic for Hand cannoneer is what's causing the sound. Make a copy of it and clear out the attack sound data from it.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Possidon
Slayer
posted 09-02-18 08:22 AM CT (US)     529 / 597       
How do I turn a bmp which is a sheet of frames in one bmp into an slp?
Vardamir
Huskarl
posted 09-02-18 12:00 PM CT (US)     530 / 597       
Turtle pack has a merge and shear tool that can import such a bitmap to an slp.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Possidon
Slayer
posted 09-02-18 12:07 PM CT (US)     531 / 597       
I tried using that but it didn't seem to work. Could you give me instructions on how to do it. When I tried it seemed to just add in one frame with all of them in it.
Vardamir
Huskarl
posted 09-02-18 04:45 PM CT (US)     532 / 597       
You have to set the "Column" field to the number of rows in the image and "Rows" to the number of columns

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
TriRem
Huskarl
posted 09-02-18 06:54 PM CT (US)     533 / 597       
I've always hated that rows and columns don't actually mean number of rows and columns...

Fluctuat nec mergitur.
Possidon
Slayer
posted 09-04-18 01:39 PM CT (US)     534 / 597       
Next issues I'm facing is with animated objects. Some of the new ones I've created work and some don't. What I've done is copied the graphic of FLAGA and changed the frames per angle and slp.

I then copied the FLAG A object and replaced the graphic with the new one. This all seems to work perfectly.

However, I want some of the animated objects to not be walked over by units. So what I did was copy the Old Stone Head unit and replace the graphics with the new one. When I test these in game, the show up, and can't be walked over but they are static and don't animate.

What's up and how do I fix it?
Sebastien
Dark Samurai
posted 09-04-18 10:36 PM CT (US)     535 / 597       
Old Stone Head
This isn't an animated unit, it's the wrong eye candy class. Which is why it's static, and doesn't animate.

[This message has been edited by Sebastien (edited 09-05-2018 @ 02:15 AM).]

Tevious
Squire
(id: The Vampire Slayer)
posted 09-04-18 11:42 PM CT (US)     536 / 597       
Edit 2: SLX Studio now has a tool to create SLX files from sprite sheets, which you can then convert to SLP.

Edit: Nevermind, I misunderstood what you were trying to do:
How do I turn a bmp which is a sheet of frames in one bmp into an slp?
You can try using my new modding app. If you have a square texture image, use the Tools > "Create Terrain Map From Image" tool to make an isometric terrain map image. Then use the Tools > "Terrain Builder" tool to convert that to a terrain SLP.

For those unaware, TurtlePack incorrectly splits frames for terrain SLPs. It may not be too noticeable in say a grass terrain, but anything with distinct lines will be off a pixel in each frame.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| ´ŠOŢ .◊ ŤΡМ ◊. SLX˜ ||
|| ÄŘĿŦŔ .◊ ŦŚŤĮ ◊. ĶǾŤ ||
@)₪₪₪₪₪₪₪₪₪₪₪₪₪(@

[This message has been edited by Tevious (edited 10-04-2018 @ 01:34 AM).]

Sebastien
Dark Samurai
posted 09-05-18 02:16 AM CT (US)     537 / 597       
@Tevious

When asking about sprite sheet, I think he was referring to something like this (not terrains):

[This message has been edited by Sebastien (edited 09-05-2018 @ 02:17 AM).]

Tevious
Squire
(id: The Vampire Slayer)
posted 09-05-18 02:20 AM CT (US)     538 / 597       
Oh, I see. Yeah, my tool won't do that.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| ´ŠOŢ .◊ ŤΡМ ◊. SLX˜ ||
|| ÄŘĿŦŔ .◊ ŦŚŤĮ ◊. ĶǾŤ ||
@)₪₪₪₪₪₪₪₪₪₪₪₪₪(@
Possidon
Slayer
posted 09-05-18 09:13 AM CT (US)     539 / 597       
This isn't an animated unit, it's the wrong eye candy class. Which is why it's static, and doesn't animate.
So what can I use to ensure that a unit doesn't walk over it?
Sebastien
Dark Samurai
posted 09-05-18 09:34 AM CT (US)     540 / 597       
So what can I use to ensure that a unit doesn't walk over it?
Eye Candy class doesn't dictate whether units can walk on it or not.

First of all, you need to change your object to eye candy class 'flag' for it to animate.

Then, you need to set the correct collision radius, collision type and so on... it should look something like this.

More importantly is the third value on collision size, this determines whether it's 'walkable on' or not. It should be set to 1.

[This message has been edited by Sebastien (edited 09-05-2018 @ 09:35 AM).]

Possidon
Slayer
posted 09-05-18 11:45 AM CT (US)     541 / 597       
Thanks

Final question for now. Is there anyway to add a new building that slots into the OTHER Tab? I tried copying a Pavillion but it still went into the BUILDING tab.
Sebastien
Dark Samurai
posted 09-08-18 04:00 AM CT (US)     542 / 597       
I don't think so, no. They're hardcoded to be there, just like trebs appear in units and not building tab.
Possidon
Slayer
posted 09-08-18 05:20 PM CT (US)     543 / 597       
Next question: Is there a way to add a new building for a specific age (for example a feudal age trade workshop) If so how do I do this?
Sebastien
Dark Samurai
posted 09-09-18 00:18 AM CT (US)     544 / 597       
Next question: Is there a way to add a new building for a specific age (for example a feudal age trade workshop) If so how do I do this?
Yes.

If you want to make it a requirement of Aging up, then follow step 1. (In the Vanilla game, obviously, you cant upgrade to Feudal for example until you've built the Mill and a mine or a barracks).

If you don't need it to be built for aging up, then ignore the next step.

1. Let's say, you want to add the building in Feudal Age, and you can't upgrade to Castle Age without building the Trade Workshop in Feudal Age.

The names can get quite confusing, as in the Vanilla game it seems Ensemble changed some things around as they went, so the naming doesn't always match up. Anyway.

First, you need to create a 'shadow tech' for the building you want.

Type in Shadow in the techs, and you'll see a list. You can just copy any of these, add a new tech, paste, and then, for example, rename it to 'shadow trade workshop -- Age 2'.

Then, add this tech as a requirement in the 'shadow node for age THREE'. There are two slots left...you can put your new 'shadow trade workshop -- age two' into there.



2. Create your building in the units tab. However you like of course. However, you need to ensure you follow two steps. First, make sure in the attributes section, 'Available is NOT ticked'. Second of all, add your new 'shadow trade workshop -- Age 2' tech, in the 'initiates technology' tab.



3. Next up. Create a 'make available' tech. Go back to techs. In the search bar, type 'make'. You'll see a list of make available techs. You can copy any of these, make a new tech, paste, and then change the name to 'Trade Workshop (make available)'.

You then need to change the 'Required Techs' to Feudal Age. This means, in order for the building to be built, the player needs to have researched Feudal Age.

There doesn't need to be any other data in the tech, only which effect it links to (unless of course, it's a building for a specific civ only).

4. You'll then need to create an effect also linking to this tech. In the effect, you then need to 'enable unit XXX'. XXX being the unit number ID for your Feudal Age trade workshop.

It's pretty self explanatory how to do this. If you're unsure just check the effect of each make available tech, and you'll see they all link to their own 'Enable unit XXX' effect. For example:




And that's it. You might want to add the shadow node to Age four also, if someone didn't build it and you still want it to be one of the requirements before aging up.

If you want the building to upgrade as you AGE (change graphics, increase HP etc), you just need to repeat the steps listed above for the new building, dependent on each AGE. In order for it to upgrade, you then need to add a new effect in each of the Age effect's, 'upgrade unit XXX to XXX'.

So let's say in your case (purely as an example). Feudal Trade workshop is ID 64. Castle Age Trade Workshop is ID 66. In the 'Castle Age' Effect (which is 102), you should add a new effect command 'upgrade unit 64 to 66'.

[This message has been edited by Sebastien (edited 09-09-2018 @ 01:20 AM).]

Soldiers_TODD
Squire
posted 09-24-18 04:48 AM CT (US)     545 / 597       
Excuse me. Can someone help me? In what format do need render files?
http://swgb.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=10&tn=4645&st=1350#post1351
Mahazona
Squire
posted 09-24-18 05:59 AM CT (US)     546 / 597       
Sebastien
Dark Samurai
posted 09-24-18 06:25 AM CT (US)     547 / 597       
Tevious
Squire
(id: The Vampire Slayer)
posted 10-07-18 09:26 PM CT (US)     548 / 597       
SLX Studio version 1.00 is released for those that want an alternative to Turtle Pack. You can download it from the Blacksmith here, or join the Discord and keep up to date with the latest builds and discussion here.

You can view a basic guide here or view video tutorials from this playlists here. I'll be adding more later.

If you have questions on how to use SLX Studio that someone here can't help you with, I'm best contacted on the Discord server. Also, please let me know of any bugs or new features you'd like to see added.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| ´ŠOŢ .◊ ŤΡМ ◊. SLX˜ ||
|| ÄŘĿŦŔ .◊ ŦŚŤĮ ◊. ĶǾŤ ||
@)₪₪₪₪₪₪₪₪₪₪₪₪₪(@

[This message has been edited by Tevious (edited 10-10-2018 @ 11:57 PM).]

Fedemantoni94
Squire
posted 10-14-18 01:05 PM CT (US)     549 / 597       
Tevious:
I have a small problem with the SLX Studio. I have edited the last message in my post.

#========{O}========#
-\\ Legendary Edition //-
Total conversion coming soon
Enhanced Interface Edition
Sounds of Empires
#========{O}========#
KratosLesnar
Squire
posted 11-10-18 04:07 AM CT (US)     550 / 597       
Hi,Can you tell me how to add an extra page for buildings in villagers,as in default there are only two pages available and to add new buildings we have to replace another.
TriRem
Huskarl
posted 11-10-18 04:47 AM CT (US)     551 / 597       
Is it on HD ? If yes, it's impossible. If not, use this patch to enable a third page.

Fluctuat nec mergitur.

[This message has been edited by TriRem (edited 11-10-2018 @ 04:48 AM).]

Madcowsteak
Squire
posted 11-12-18 03:17 PM CT (US)     552 / 597       
I am trying to make a mobile tower that packs and unpacks like a trebuchet. The problem is with the “unpacked seige unit” class, it will only auto-attack buildings, and if I change the class I lose the button to pack. Is there any work around? For HD.
Mahazona
Squire
posted 12-21-18 08:38 PM CT (US)     553 / 597       
I am trying to make a mobile tower that packs and unpacks like a trebuchet. The problem is with the “unpacked seige unit” class, it will only auto-attack buildings, and if I change the class I lose the button to pack. Is there any work around? For HD.
I dont think its possible to do.

Question is there a quick way to make all the civis speak the same language?
Vardamir
Huskarl
posted 12-22-18 01:47 PM CT (US)     554 / 597       
There's been a copy sounds from civ to civ option in AGE. Running that 17 times should be reasonably quick.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Fedemantoni94
Squire
posted 12-29-18 02:57 AM CT (US)     555 / 597       
Is it possible to change the cursor in the HD Edition? Because when I edit the SLP file and load it in the game, I do not see the changes.

#========{O}========#
-\\ Legendary Edition //-
Total conversion coming soon
Enhanced Interface Edition
Sounds of Empires
#========{O}========#
Possidon
Slayer
posted 02-11-19 01:32 PM CT (US)     556 / 597       
Does anyone know the unit ID for the Trebuchet Fireball Projectile? I can find the graphic but not the projectile in the Units tab.
Vardamir
Huskarl
posted 02-11-19 06:24 PM CT (US)     557 / 597       
The original projectile is 371, which Chemistry upgrades to 469.

AoK: Realms
Adds Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians, Jurchens, Khmers, Malays, Mandinkas, Moors, Muisca, Tamils, Tufans, Turcomans, and Viets

Proteus and Genie Converter - AKX installers for modern times
Possidon
Slayer
posted 07-11-19 03:54 PM CT (US)     558 / 597       
Anyone able to help me with this problem

I'm creating a massive mod for a new project. I've added loads of stuff to the editor and when I test it all in a new blank scenario it all seems to work fine.

However, I went to edit a pre-made scenario to play around with it and as soon as I click on the OTHER tab the game crashed.

Any idea why it works on a blank scenario but not an pre-made one?
Leif Ericson
Seraph Emeritus
posted 07-11-19 07:28 PM CT (US)     559 / 597       
Clicking on the Other tab doesn't crash the blank scenario, right?

One possibility is that one of the Other units in the data file aren't pointing to valid language ID names. Maybe the language ID for a unit is not updated correctly for one certain civ, and the Other tab can't display that unit's name in the list. Try going through all the civs for the player you're trying to place units with and test if one particular civ crashes the Other objects list.

Another possibility that doesn't make as much sense is that there is an Other object in the old scenario that isn't compatible with the current version of the mod and it crashes when it tries to load data for that unit. I'd try removing objects in Trigger Studio one player at a time and see if you can get the Other tab to work again. If so, you might be able to isolate any problem units. You could try the same thing with triggers and then terrain.

It also might be worth duplicating the scenario file and seeing if the bug happens in the duplicate file. Sometimes errors will magically go away in the duplicate file.

~`o´~|\  Join the fresh and exciting AI Ladder for its fourth season!
´ `  |_\
       |    Learn the joy of AI scripting in my guide: The World of AI Scripting
______|______
 \        /
   .....Hinga Dinga Durgen! - SpongeBob
  `-=<.__.>=-´

[This message has been edited by Leif Ericson (edited 07-11-2019 @ 07:33 PM).]

TriRem
Huskarl
posted 07-12-19 11:52 AM CT (US)     560 / 597       
Crashing when clicking other tab often means there is an invalid unit unhidden in the editor. Check if you don't have something like that in your data, for example a new unit created by mistake with invalid data.

Fluctuat nec mergitur.
« Previous Page  1 ··· 10 ··· 14 15 16 17  Next Page »
You must be logged in to post messages.
Please login or register

Hop to:    

Age of Kings Heaven | HeavenGames