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Age of Kings Heaven » Forums » Mod Design and Discussion » Introducing Advanced Genie Editor 3 with Language DLL Editing
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Topic Subject:Introducing Advanced Genie Editor 3 with Language DLL Editing
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Keisari Tapsa
Smith
posted 01-25-13 03:34 PM CT (US)         
Finally you can edit language files in the Advanced Genie Editor.
Unfortunately, the library is broken and too complex for me to fix.
You can edit language files directly from the boxes which show lines from them.
The changes are stored to the base language file and if expansion files have data, they'll be wiped out.
There is an option to store changes to the latest expansion.
It should be possible to use any line between 0 and 65535 or maybe even more?

Here you can download it:
http://aok.heavengames.com/blacksmith/showfile.php?fileid=11002

This was all possible with C library by Apre:
https://github.com/apreiml/pcrio

Advanced Genie Editor
Follow coding here and here.

[This message has been edited by Keisari Tapsa (edited 06-14-2018 @ 04:10 AM).]

AuthorReplies:
Keisari Tapsa
Smith
posted 02-23-15 11:00 AM CT (US)     316 / 690       
Hello Daniel!
I don't know about attack ability on buildings, but you can search units by their armors by choosing "Types 50+" from top search filter and then choosing "Armors" from below it. Maybe you can't manually attack with buildings if you remove that attack ability?

Advanced Genie Editor
Follow coding here and here.
danielpereira
Squire
posted 02-23-15 12:02 PM CT (US)     317 / 690       
@Tapsa: Hey!
Thanks ^^
And, about the abilities, even buildings that are not supposed to attack (i.e. Barracks), have such ability...

The Portuguese Civ Mod III - Download at the Blacksmith
A mod that adds new civilizations, a new age, a new resource and introduces new gameplay features!
2nd place as Best Mod Pack in AoKH GOTY 2013 (PCM I) | 1st place as Best Mod Pack in AoKH GOTY 2015 (PCM II) | 2nd place as Best Mod Pack in AoKH GOTY 2017 (PCM III)


"And he that sat upon the throne said, Behold, I make all things new. And he said unto me, Write: for these words are true and faithful." - Revelation 21:5 (KJV)
Mahazona
Squire
posted 03-07-15 08:38 PM CT (US)     318 / 690       
Here is something I found interesting you can have units with 8 sided graphics without mirroring and its pretty simple also.

Just change the mirroring mode to 0 from 6 in the graphics tab for any unit.In the slp you will need to add the additional 3 sides NE E and SE frames after the original 5 sides.I only tested this with the standing and it worked.

[This message has been edited by Mahazona (edited 03-07-2015 @ 09:01 PM).]

John the Late
Knight
posted 03-09-15 11:47 AM CT (US)     319 / 690       
This is interesting, maybe not too useful for most cases, but interesting for sure!
Zengus_1
Squire
posted 03-19-15 06:36 AM CT (US)     320 / 690       
Hi
I don't know if anyone can help me please. I've creating a new mod for AOE RoR
with 6 new civs.

Question: How can I get a priest's healing rate increased for only one civ in AOE RoR?

Quote Highwing
"If you look at the Medicine tech, you'll see that it modifies resource 56, "Ore
Storage," so apparently that involves healing. There is also an attribute, #108,
called "Healing Rate," but I could never get this one to work."

I've also tried making "Ore Storage" work ... can anyone shed any light on this please?

Balanced imbalances is the balance of great games and staying on one's feet.
John the Late
Knight
posted 03-19-15 07:25 AM CT (US)     321 / 690       
TriRem
Huskarl
posted 04-09-15 03:48 PM CT (US)     322 / 690       
A question for you guys : how does the game determines how many duplicate projectile the building will fire when it has units garrisoned in it ? It seems to be linked with the attack and Fire rate of the units, but I didn't figure out the right mathematical explanation.

PS : garrisoning 10 janissaries in a Teuton bombard tower so it fires 3 boulders is awesome
John the Late
Knight
posted 04-09-15 06:04 PM CT (US)     323 / 690       
Justtesting1234 posted the following formula:

(unit attack/unit reload)/(building attack/building reload)

He also stated that for villagers and teutonic infantry after crenellations, the "unit attack/unit reload" is hardcoded to 2,5. Therefore, a villager gives 1 arrow per garrrisoned unit in an unupgraded town center (5 attack/2 secs reload), as the resulting value is 2.5 and 2.5/2.5 is 1. If you upgrade the town center with Fletching, its attack rises, and each villager gives less arrows.
Shyam prasad
Squire
posted 05-22-15 02:28 AM CT (US)     324 / 690       
I just found what the Unknown Predator Ability.It means that the unit`s (with this ability) presence will drive away the unit which set to in AGE(If a jaguar is nearby deers will run away).But if you test with "Natural wonders" The predator animal can hunt the prey(e.g. A jaguar can be tasked to kill a deer).But the unit will not hunt automaticaly(Even without natural wonders).I don`t understand why.

I think it can be used to make units which will drive away some other unit(Think of Cavalry run if Camelry nearby,And that will be very realistical because even the camelry`s owner`s cavary run away)


I am sure some of you might already found this

[This message has been edited by Shyam prasad (edited 05-22-2015 @ 02:42 AM).]

fr steve
Squire
posted 05-22-15 05:52 AM CT (US)     325 / 690       
Good discovery Shyam This should be useful too in some horror fantasy scenarios (and for ToME Nazgul!).

Keisari,

I've got several questions about AGE, and I do hope what I'm asking you wasn't already discussed and has a chance to be found some day to be displayed in the further version. And also, my apologies for the amount of questions '^^ So:

-would you be able to find how the tech tree does to make some units appear only when you select a certain civ (I think about the unique units, of course)? It seems that having a Research limited to a single civ isn't enough...

-are you able to display the strings linked to a name/description of a resource (like food but also ore or goods), and better, its icons ID (when carried by a villager, for example)?

-can you allow the Initiates research tab for a unit, rather than only buildings?

(the next questions can also be answered by other people)

-do you know how the 'Make a tech' ability works?

-do you know how to add more farmers on a farm? I tried to play with the Unknown3A and the 'Make' & 'Deselect when tasked' abilities, but they aren't connected;

-do you know how to use/create the Unit lines? Their numbers are displayed in the AI files, so I guess they must be somewhere in the .exe...

Thanks in advance for your answers, these questions were turning in my head for a while If ever you need more detailed information (like numbers) to find some of those things, I can help.

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.

[This message has been edited by fr steve (edited 05-22-2015 @ 05:54 AM).]

Shyam prasad
Squire
posted 05-22-15 06:42 AM CT (US)     326 / 690       
Thanks fr steve.I hope that the name of that ability will be changed in the next update(Not unknown anymore)

[This message has been edited by Shyam prasad (edited 05-22-2015 @ 06:44 AM).]

Shyam prasad
Squire
posted 05-22-15 06:59 AM CT (US)     327 / 690       
Does anyone found what is the relation between Berserk unit and resource 94(Berserker heal timer)?
Mahazona
Squire
posted 05-22-15 10:19 AM CT (US)     328 / 690       
I just found what the Unknown Predator Ability.It means that the unit`s (with this ability) presence will drive away the unit which set to in AGE(If a jaguar is nearby deers will run away).
This might be useful for the slaver itself the villagers should run away when the slaver is close by.
danielpereira
Squire
posted 05-22-15 11:34 AM CT (US)     329 / 690       
@fr steve:
Well, I'm not Tapsa, but I have an answer to some of those questions:
-would you be able to find how the tech tree does to make some units appear only when you select a certain civ (I think about the unique units, of course)? It seems that having a Research limited to a single civ isn't enough...
As far as I'm concerned, displaying units only for one civ in the Tech Tree is totally hardcoded.... and the code that handles this in the .exe can't be edited easily....
-do you know how to add more farmers on a farm? I tried to play with the Unknown3A and the 'Make' & 'Deselect when tasked' abilities, but they aren't connected;
Well, if I'm not mistaken, changing the building class to something else would do it, but I'm not entirely sure if farms will still be usable after that (since I have not tested it in the "original" (ID 50) farm unit)
-do you know how to use/create the Unit lines? Their numbers are displayed in the AI files, so I guess they must be somewhere in the .exe...
I have talked to scripter about this once and he told me that changing or creating unit-lines would take too much and would be hard, even for him. So, well, we have to stick with defining constants in .per files....

@Shyam Prasad:
Does anyone found what is the relation between Berserk unit and resource 94(Berserker heal timer)?
If I'm not mistaken, this is how much time takes to the Berserk to regenerate 1 HP...

The Portuguese Civ Mod III - Download at the Blacksmith
A mod that adds new civilizations, a new age, a new resource and introduces new gameplay features!
2nd place as Best Mod Pack in AoKH GOTY 2013 (PCM I) | 1st place as Best Mod Pack in AoKH GOTY 2015 (PCM II) | 2nd place as Best Mod Pack in AoKH GOTY 2017 (PCM III)


"And he that sat upon the throne said, Behold, I make all things new. And he said unto me, Write: for these words are true and faithful." - Revelation 21:5 (KJV)

[This message has been edited by danielpereira (edited 05-22-2015 @ 11:38 AM).]

Shyam prasad
Squire
posted 05-22-15 11:10 PM CT (US)     330 / 690       
If I'm not mistaken, this is how much time takes to the Berserk to regenerate 1 HP...
That is true.I tested.But I mean if we found the link between this unit and the resource,We also can make regenerating units
TriRem
Huskarl
posted 05-22-15 11:24 PM CT (US)     331 / 690       
I'm pretty sure that self healing ability is hardcoded to berserk and elite berserk's IDs. So there isn't much to discover about it, you can only make self healing unita by replacing the berserk or using exe editing.
fr steve
Squire
posted 05-23-15 03:31 AM CT (US)     332 / 690       
Thank you for your answers Daniel, though I wish your answers were more optimistic...

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.

[This message has been edited by fr steve (edited 05-23-2015 @ 03:32 AM).]

Keisari Tapsa
Smith
posted 05-25-15 07:33 AM CT (US)     333 / 690       
I will release a new version soon.

fr steve

- No.

- What do you mean "name/description of a resource"? Where do you want to see it?

- No. Create instant dying building that dies into a unit.

- No.

- No.

- Exe editing, unless you have Star Wars: Galactic Battlegrounds.

Advanced Genie Editor
Follow coding here and here.
John the Late
Knight
posted 05-25-15 07:00 PM CT (US)     334 / 690       
-would you be able to find how the tech tree does to make some units appear only when you select a certain civ (I think about the unique units, of course)? It seems that having a Research limited to a single civ isn't enough...
Hardcoded to the castle. Techs and units disabled for a certain civs will always be visible for all civs, except when they are located at the castle - barring the techs like Sappers and Hoardings, I suspect them being hardcoded in that behaviour.
fr steve
Squire
posted 05-26-15 03:48 AM CT (US)     335 / 690       
What do you mean "name/description of a resource"? Where do you want to see it?
I mean, let's say in a Resource tab for instance, would you be able to find out and display the language strings linked to a resource (like the strings that appear when your cursor is on your food storage on the top of the screen, or when it is on the food your villager carries, etc.)?

I ask this because of the UserPatch allowing the Ore resource to be displayed. Enabling it would require giving language strings for the Ore like Gold, Stone, Wood and Food have, and also icons. So to summarize, the question is, are you able to display the language strings and icons IDs for the resources?

Just as a side remark, the Fish storage and Berry storage resources (used by Fishing ships/fishermen and farmers) use the exact same strings and icons than the Food resource, to make you think it is Food. So if ever you try to find them, don't be surprised if Food strings and icons are used several times

Thank you for your answers Keisari!

John, thank you for this answer. I didn't know it was linked to the castle. That's still good news, since it means a UU for a new civilization can be displayed like other civs, i.e., only for the civ that trains it.

As for the unit-lines, so that means even Forgotten Empires use fake unit-line numbers? And that they don't know either how to add a new one?

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.

[This message has been edited by fr steve (edited 05-26-2015 @ 03:50 AM).]

Keisari Tapsa
Smith
posted 05-28-15 11:13 AM CT (US)     336 / 690       
Where is this resource tab? If you know the locations of some strings in language files I can make AGE show them, but where?
Like "Food Storage" etc? Can you make a screenshot of AGE and where you want such strings?

At least AGE can't make unit lines unless you edit SWGB.

Advanced Genie Editor
Follow coding here and here.
destroyo64
Squire
posted 05-31-15 01:58 PM CT (US)     337 / 690       
Hi Keisari Tapsa,

Is it possible to interface with Advanced Genie Editor using command line?

What I want to do is allow each civ its own unique architecture and units (i.e. instead of Western European buildings, I'd like assign British, Franks, Celts, and Spanish a unique copy and SLP ID). To update every unit and building with a unique SLP id for each civ is quite a bit of work manually, so I was hoping to be able to interface with the tool through automation.

Thanks!

Memories are like footprints. If you don't revisit them, they are soon enveloped by new snow...
fr steve
Squire
posted 06-01-15 05:22 AM CT (US)     338 / 690       
Where is this resource tab? If you know the locations of some strings in language files I can make AGE show them, but where?
Well, I guess it would be simplier to create a new tab, since it wouldn't be convenient to display all those things elsewhere, even in the Civilizations tab.

As for the strings, well, I won't name them all unless you do need it, but let's take an example with Food:
you have the 'Not enough food' for example at 3001;
3707, 3709 or 3727 are for 'Click this thing to gather food from it' (fish, farm, bushes...).
3907, 3909 and 3029 are the same but with 'Right-click...' instead (so, strings that appear when a villager is selected).
4301 is the name of the resource.
9906 is for the total Food collected in the End screen of a game. Guess it would be too hard to add.
10251 also displays the name of the resource (perhaps for the Editor).
10332 is 'Food stockpile', apparently for the Triggers.
20501 is for the Buy/Sell rates of Food at the Market (but I guess it's hardcoded).
30354 is for Tribute Food, but I guess you can't either add a new resource to tribute.
30540 is 'Type the amount of food the player has at the beginning of the game'.
42209 is 'Food on a Fishing ship'
42032 is 'Food on a Villager'
42036 is 'Food on this object' (resource, for sure).
42201 and 43010 are 'Food stockpile' (so the line when you put your cursor on your Food stockpile, on the top of the screen).
42320 is for the description for the Food collected in the End screen of a game.
43029, 43032 and 43036 are the descriptions for the Food collected/earned by a Fishing ship, Villager and resource, respectively.
43201 is the description for your Food stockpile. It explains how to gather it.

And I excluded many lines concerning the tributes and market rates, since I suppose it's hardcoded and thus, prevents from adding a new resource to be tributed or sold/bought.

So I made a screenshot of the Color tab (only because it would be a good base as a new tab) and edited it, so that maybe it will help you...



If you need more info, don't hesitate to ask!

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.
Keisari Tapsa
Smith
posted 06-01-15 10:11 AM CT (US)     339 / 690       
I have updated Advanced Genie Editor 2015 again. Look in the Blacksmith for change log.

@destroyo64
Yes currently you can only open dat files using command line. I can make more commands. What kinda command line format we are talking about here? How would it make doing unique graphics faster?

@fr steve
Sorry but I don't see the need for this.
If you use AGE to edit language strings, you can hack edit every string in the language file by putting the indexes in an empty unit so that AGE will load/create those strings in the language file.

Advanced Genie Editor
Follow coding here and here.
Jan dc
Squire
(id: Den cekke)
posted 06-01-15 10:59 AM CT (US)     340 / 690       
Thanks for the new age version Keisari . Much appreciated.
fr steve
Squire
posted 06-01-15 12:55 PM CT (US)     341 / 690       
Of course there's a need: the Ore resource! It is unusable or at least, hardly, if you can't give it proper strings like any original resource. This is the primary need for what I'm talking to you.

And the problem isn't to edit the strings, I use ResHacker already. It's to link them with the different resources, even those not gatherable (faith, goods, etc.).

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.
Keisari Tapsa
Smith
posted 06-01-15 05:47 PM CT (US)     342 / 690       
If you can do the language file editing no problems, then
it appears what you need is game executable editing.

Advanced Genie Editor
Follow coding here and here.
fr steve
Squire
posted 06-02-15 03:06 AM CT (US)     343 / 690       
Well, I thought AGE could display that, but your answer makes me guess it cannot...

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.
Keisari Tapsa
Smith
posted 06-02-15 05:16 AM CT (US)     344 / 690       
You already know the strings there are and can edit them. What you are asking can be done using ResHacker and similar tools. The dat file doesn't contain any reference to mouse action strings etc.

Hmm, it seems that I can add Age of Voivods into the total conversion mod list.

Advanced Genie Editor
Follow coding here and here.
fr steve
Squire
posted 06-02-15 05:42 AM CT (US)     345 / 690       
The problem is that I'm not talking about modifying existing resources, but adding new ones. Like I said, Fish resource for example is a different resource than Food resource but uses the exact same strings. I wanted to know if it was possible to change that and give it a different string. ResHacker isn't enough to do that, unfortunately. But never mind.

Thanks for adding AoV to the list

"Vous vous rendez compte, la France est le seul pays au monde où l'on recycle toujours les mêmes hommes politiques, même lorsqu'ils ont échoué !" Nicolas Dupont-Aignan

AGE OF VOIVODS
Still looking for DANISH, UKRAINIAN, LITHUANIAN and HUNGARIAN voices.
danielpereira
Squire
posted 06-02-15 08:30 AM CT (US)     346 / 690       
@fr steve: this is possible, but, in order to do this, you need .exe editing, since the .exe is the one who handles this, not the .dat .
And this is the same case with the ID 56 resource.

The Portuguese Civ Mod III - Download at the Blacksmith
A mod that adds new civilizations, a new age, a new resource and introduces new gameplay features!
2nd place as Best Mod Pack in AoKH GOTY 2013 (PCM I) | 1st place as Best Mod Pack in AoKH GOTY 2015 (PCM II) | 2nd place as Best Mod Pack in AoKH GOTY 2017 (PCM III)


"And he that sat upon the throne said, Behold, I make all things new. And he said unto me, Write: for these words are true and faithful." - Revelation 21:5 (KJV)

[This message has been edited by danielpereira (edited 06-02-2015 @ 08:34 AM).]

destroyo64
Squire
posted 06-04-15 02:15 AM CT (US)     347 / 690       
@Keisari Tapsa,

"Yes currently you can only open dat files using command line. I can make more commands. What kinda command line format we are talking about here? How would it make doing unique graphics faster?"

I should clarify- I am currently using Advanced Genie Editor 3 for AoE2HD, not AOK. The new modding format in AoE2HD unpacks the data files into loose SLP files.

Creating a graphics mod to replace an SLP is easy enough- simply create a new SLP and it will override the existing SLP graphic. However, what is a problem is giving each civilization unique building/unit line graphics without updating the pointers to point to these new units/buildings.

For example, say I want 18 different feudal barracks graphics for 18 different civs. The tasks that I want to be able to automate are (1) copying the SLP files (easily done now with loose files), and (2) updating the pointers for each civ to point to these new graphics.

For SLP files I copy the feudal barracks SLP and Graphic for each graphic set (N - 1) number of times, where N represents the number of total civs per graphic set, i.e.:

Graphic Set 1: East Europeans (Goths, Germans, Vikings, Huns), N = 4
Current Feudal Barracks Graphics file for East Europeans: BRKS2NNE

Copy 3 (N - 1|N = 4) times, so for example you have:
BRKS2NNE_1 BRKS2NNE_2 BRKS2NNE_3

The second task is updating the standing graphic pointers in the "Units" tab of AGE3 for each civ:
Goths - no change: Standing Graphic BRKS2NNE
Germans: Standing Graphic BRKS2NNE_2
Huns: Standing Graphic BRKS2NNE_3

That's it for one building for one age for one civ graphic set! Phew. That's why I'd like to be able to automate the task of doing this via a command line AGE that supports the copy/paste operations available in the GUI version already.

To answer your question of why this would enable unique graphics faster- This type of automation can be used to create a data file that no longer has hardcoding of building graphics/unit graphics to civs. Thus, one simply creates an SLP that corresponds to a civ graphic. Lastly, such a file would be multiplayer compliant for civ-specific modded building graphics and units.

Memories are like footprints. If you don't revisit them, they are soon enveloped by new snow...

[This message has been edited by destroyo64 (edited 06-04-2015 @ 02:17 AM).]

Keisari Tapsa
Smith
posted 06-04-15 12:23 PM CT (US)     348 / 690       
I think I will wait to read what morness says about upgrading the HD dat files.

Implementing this thing will take me as much time as it takes you to do it manually. The difference is that after doing such command line it can be used many times over and over again.

Advanced Genie Editor
Follow coding here and here.
Bala Arizalu
Squire
posted 06-04-15 08:59 PM CT (US)     349 / 690       
Is possible to search a unit be based on ProjectileUnit ID ?.

Keisari Tapsa
Smith
posted 06-05-15 06:43 AM CT (US)     350 / 690       
You need to select types 50+ in the type filter box and then you can choose projectile unit from the boxes below. I admit that the unit search filters are too complicated so perhaps I will improve them somehow.

Advanced Genie Editor
Follow coding here and here.
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