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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:
JuanPabloWarthon
Squire
posted 11-07-18 04:00 PM CT (US)     666 / 689       
I work with The Forgotten Empires (the non-HD), this version doesn't appear in the program as an option, so I choose Conquerors as AoFE was made on Conquerors.

>>><<<

Kio ne mortigas vin unue, mortigas vin poste.

>>><<<
chab
Squire
posted 01-12-19 10:55 AM CT (US)     667 / 689       
hello

I just found an issue in "Effects" tab in AGE3.

The UI doesn't allow to type values for "Attribute Modifier" (both set and add) for attribute 8 (Armor, same thing for attack), when using custom types (out of 0-12 range).

For example I am trying to use a custom armor class to implement a fully configurable conversion resistance in AOE/ROR (it is hardcoded, by default).
It works, however the limitation I just described prevents me from having technologies or tech trees (typically Macedonian) that set specific conversion resistances.

I think it's just a UI glitch, the correction probably consists in removing a small portion of code that is too restrictive and reverts back the value we enter in the text box.

Thank you.

[This message has been edited by chab (edited 01-12-2019 @ 02:18 PM).]

Edgewulf
Squire
posted 06-26-19 12:53 PM CT (US)     668 / 689       
Does anybody know if there is any way to do the following?:

1. Make it so villagers deposit wood into the lumber camp so that the wood doesn't go to the player's global resources, but is actually held in the lumber camp, and if it's destroyed the wood is lost. Also make it so that wood can be removed from that lumber camp by villagers and transferred to another lumber camp or a TC.

2. Allow functionality for using garrisoned units for production. For instance, garrison a villager, and when you hit the "train spearman" button, it removes a garrisoned villager but costs no food.

I've struggled with Advanced Genie Editor to let me do these things for hours with no success. Is it impossible, or simply not possible with Advanced Genie Editor 3, or possible but I just don't know how?

[This message has been edited by Edgewulf (edited 06-26-2019 @ 12:54 PM).]

Keisari Tapsa
Smith
posted 06-27-19 02:44 AM CT (US)     669 / 689       
I'm not sure what you mean chab. It works fine for me. You can put numbers as type that are not in the dropdown too.

Edgewulf
1. Yes actually you can have reverse lumberjacks. Copy task 110, change target class to -1 and target unit to the dropsite then use negative work value. Then you have another unit that can gather wood from the dropsite and use town center as regular dropsite. There may be some logic hardcoded about this, but in theory it should be doable.

2. No.

Advanced Genie Editor
Follow coding here and here.
Edgewulf
Squire
posted 06-27-19 10:18 AM CT (US)     670 / 689       
Keisari

Thank you! That's very helpful! I'll give that a shot.
chab
Squire
posted 07-01-19 11:37 AM CT (US)     671 / 689       
I realized there is an additional condition to reproduce the issue.
It fails for "type" values 128-255.

So the whole set of conditions to reproduce the issue is :

- Command type = 0 or 4 (attribute modifier, set or +/-)
- Attribute = 8 (armor) or 9 (attack)
- Type=any value between 128 and 255, included (which includes "-1" if we're working with a signed value)

In this case, it is impossible to set "Amount" field to anything else than 0

Conversion resistance must be kept apart from "standard" attacks/defences, that's why I need to use the attack type "-1", and not 13/14/whatever (because mods may already use such values).
Keisari Tapsa
Smith
posted 07-02-19 02:20 PM CT (US)     672 / 689       
I see that now chab, fix coming way too late. If you have Steam account you can reach me much faster.

Advanced Genie Editor
Follow coding here and here.
BF_Tanks
Squire
posted 07-03-19 11:19 AM CT (US)     673 / 689       
Is there a way to assign Language strings to Resources so they appear in the editor, like techs will if they're named?

Proud Member of Black Forest Studios
Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010
Sebastien
Dark Samurai
posted 07-04-19 08:20 AM CT (US)     674 / 689       
Nvm/

[This message has been edited by Sebastien (edited 07-18-2019 @ 08:21 AM).]

chab
Squire
posted 07-17-19 01:23 PM CT (US)     675 / 689       
I see you've already uploaded a corrected version regarding attribute modifiers issues with armor/attack, thank you so much.
I can now do some testing... And I found (once more) a bug in the game, "multiply attribute" is not implemented at all in AOE / ROR !
Fortunately I can fix this in my mod RockNRor.
Sprites
Squire
posted 10-24-19 03:32 AM CT (US)     676 / 689       
How to build/train a tree from a villager nor a building? The game crashed when If I try to train a tree.
Jay10125
Squire
(id: thomasweed9)
posted 10-29-19 12:21 PM CT (US)     677 / 689       
Why is except dark age,the feudal,castle and imperial age Town Center graphics aren't showing up in Advanced genie editor ?
Gaspar
Squire
posted 12-04-19 08:20 PM CT (US)     678 / 689       
I've started using AGE 3 for DE and have so many questions. Would this thread be the appropriate place to be asking? Or is there a comprehensive guide somewhere for AGE 3?
Aenon
Squire
posted 12-12-19 01:39 PM CT (US)     679 / 689       
Good question Gaspar.
I've been using it for a few days, and then it showed an error message.
I put back in place a backup dat file and the app keeps crashing.
I've reinstalled the game, no change so far :

"Unhandled unknown exception; terminating the application."

Winter is coming.
Alejandro256
Squire
posted 05-04-20 06:37 AM CT (US)     680 / 689       
How I create a new civilization in the Advanced Genie Editor, entirely beacause I want to create a mod called "The Fanned Expansion", so you can explain me it, or better public a guide on Youtube
Possidon
Slayer
posted 07-14-20 03:17 PM CT (US)     681 / 689       
I'm occasionally getting an error message when I changed some armour stats on certain units which says the following.
Attack counts of civs 16,15 differs from civ1
What does it mean?
Sebastien
Dark Samurai
posted 07-14-20 09:39 PM CT (US)     682 / 689       
Ideally you want to be changing armour and attack values of units for different civs via techs or in the civs tech tree as a civ bonus. Having different data between units within the same unit ID in some cases can cause issues.

[This message has been edited by Sebastien (edited 07-14-2020 @ 09:40 PM).]

AFFA the Cleric
Squire
posted 07-16-20 09:23 AM CT (US)     683 / 689       
Yeah, I suggest you to autoupgrade the units you want from the base unit ID, in this way the unit ID will be calculated the same, but the statistics can be changed at will.

Just a couples of things you must keep present in mind when you do this:

1. the new unit autoupgraded MUST have the same unit class of the original unit ID (for example upgrading an archer to another unit means that the new unit must be considered as archers by the AI, but then in the armor classes you can canghe it even to a infantry cavalry, building etc...

2. if the original unit (example the archer) has a single projectiles, then the autoupgraded unit became something like a chukonu, the new chukos will not shoot multiples arrows but just one, but this rule activates only on the already present on map archers, then, once you train new archer autoubgraded, all the new like-chuks unit sill be refreshed to get their fulli projectiles numbers

3. as well as berserkers hardcoded autoregen. can be passed throug via this method, just autoupgrade the berserker to whatever unit ID you want and it will get the autoregen. ability

hope this helps you Sir!

__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!

[This message has been edited by AFFA the Cleric (edited 07-16-2020 @ 09:25 AM).]

GoodLucifer
Squire
posted 07-20-20 03:08 PM CT (US)     684 / 689       
Hello. AGE doesn't work for me: it does save changes but they don't work in the game. Tried both in AoE 1 original and Definitive Edition.
Did someone have this problem?
Possidon
Slayer
posted 07-21-20 06:25 AM CT (US)     685 / 689       
Can you give us some more specifics about the actual problem.

What's not working for you.
GoodLucifer
Squire
posted 07-21-20 08:45 AM CT (US)     686 / 689       
My changes don't work.
They are saved in files, (e.g berry bush food amount - 150 ->300) but change doesn't occur.
AFFA the Cleric
Squire
posted 08-01-20 08:48 AM CT (US)     687 / 689       
Hi Keisari, I have an issue, today, AGE has suddenly stopped to works and don't wont to open in any way... yesterday worked fine to me, but today, without changing any setting, AGE won't open the mod... I mean, If I try to open the conquerors it works fine, but if I try to open Rise of rajas simply freezes immediately after I click open and that forces me to switch off my laptop by removing the plug...

what happened to my AGE?!?!

thanks in advance and keep forth the job!

__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
Sebastien
Dark Samurai
posted 08-01-20 09:00 PM CT (US)     688 / 689       
They are saved in files, (e.g berry bush food amount - 150 ->300) but change doesn't occur.
Youre probably modifying the wrong file. For DE, modifying the original .dat is no longer possible. Youll have to create your own local mod.
mean, If I try to open the conquerors it works fine,
Double check all settings are correct, especially the game data type (conquerors, rajas, etc). Make sure you're not still loading the rajas data with conquerors mode.

If doesnt work, redownload AGE and try again.

[This message has been edited by Sebastien (edited 08-01-2020 @ 09:03 PM).]

AFFA the Cleric
Squire
posted 08-02-20 06:11 AM CT (US)     689 / 689       
Double check all settings are correct, especially the game data type (conquerors, rajas, etc). Make sure you're not still loading the rajas data with conquerors mode.
Already done, everythings fine, but still don't works
If doesnt work, redownload AGE and try again.
Done this too, doesn't work as well

__________________________________________________________________________________________________________________________________________
MY GAME VERSION:

Age of Empires II The Conquerors 1.0 without any patches, just the ES release in August 24th 2000, proud to playing this game version!
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