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[Updated]Unit.dat Editor

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merchant_992

Pikeman

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Post 20 May 2008, 14:38

This also gives extra scripting possibilities. You can make one unit extra strong so that you can make extra missions like the outer colony.
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Krom

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Knights Province Developer

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Post 20 May 2008, 16:12

Good idea there :)
You should tell Harold to make this in TKE :wink:
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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The Dark Lord

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King Karolus Servant

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Post 20 May 2008, 17:05

In my opinion this should not be implented in TKE - it will make KaM unbalanced. If you make one unit stronger, you make the other units weaker --> there is no need to train other units. On top of that, you will have to edit a lot of missions.
Of course, a new (stronger) unit would be good, although you will have to make sure that at least the human player is not able to train it. But I read somewhere that that will be very difficult.

By the way Krom, which KaM files are necessary for your editor to run well? I would like to install your editor at school as well, so that if I am bored I have something to do. :P
The problem is that I have only 50 MB out there, so I can't install KaM.
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Krom

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Knights Province Developer

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Post 20 May 2008, 19:04

Do you know Warcraft3, there are ordinary units and heroes with advanced parameters. I think having 1-2 strong units for one map is fine. Anyway that matter of taste and possibility.

Apart from files in package you will also need pal0.bbm, mapelem.dat, houses.dat, trees.rx and houses.rx placed in correct folder structure.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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JBSnorro

Barbarian

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Joined: 20 Nov 2007, 23:00

Post 20 May 2008, 23:00

The problem is that I have only 50 MB out there, so I can't install KaM.
If you wanna play TPR at school, you can do because without the music and videos TPR is just under 50 MB. The main benefit from TPR is that it doesn't need installation, so I suppose that TPR is playable from a USB-stick as well... So no reason to waste time at school at all! :P

And about TKE, the whole soldier-part and all its constants still need to be entered, but I don't think I'll implement variable unit-strengths. Anyway, I didn't know the format of these files were known to fans. That is the reason why I haven't done this for TKE yet. This means that after I've had all of my exams, I'll try to implement it, but for that, I will need to know how the files work. Does anyone have anything concrete? as in byte 0 this, byte 1 that... etc?
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harold

Knight

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Post 21 May 2008, 08:01

You don't really need to know, you could just guess/estimate them and that'd be as good as it has to be
But it's good to know the format, so how does the file work?
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Merchator

Sword Fighter

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Joined: 27 Dec 2006, 23:00

Location: Germany

Post 23 May 2008, 17:43

Hey!
As promised I'll release the Version 0.4.3 now.

Download-Link:
http://rapidshare.com/files/11706956/Uniteditor.exe.html

Now supports/Added:
-Houses.dat editing
-Setting the defence of workers
-Some tiny icons added
-Thinks I don't know right now.

Please leave a feedback!
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Lewin

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KaM Remake Developer

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Post 24 May 2008, 04:08

Please leave a feedback!
Ok :wink:
Houses editing is good news. I haven't actually edited anything and then tested it in the game, so I can't tell you if it works or not.

If you still want translation fixes then there are some bad ones in houses:
- You forgot to change look instance to view radius for units
- Needed timber/stone should be Timber/Stone needed.
- Breaktime should be Worker Rest Time, it is easier to understand. (I doubt a nooby would understand what breaktime means)
- Maximum energy sounds very bad. Maybe Total Health would be better.
- Pig farm should be Swine farm (swine is a very uncommon English word but that's what it is in KaM. It's a kind of "medieval" word)
- Butcher should be Butchery
- Weapon workshop should be Weapons workshop
- Goldsmelter should be Metallurgists
- Metallurgists should be Iron smithy. (I assume you means where iron ore is made into iron)
- Weapon smithy should be Weapons smithy
- Siege Workshop should be Vehicles workshop
- On the main menu, in English normally we would call "Main" in your editor "File"
- Strength (Pikes) should be Strength Against Horses. (or Mounted if you prefer that to horses)
- Worker on the tabs should be Units. (that's what it is in KaM)
- Houses should probably be Buildings, as in English house means where you live. A barracks would NOT be described as a "House".

I hope you don't think I'm being pedantic about this but I like things to look right. :wink:

May I ask what that image of a school is doing on the adv. workers page? :wink:
Why not put the defence value on the workers page? (it's only one value) Or are you planning to add more things to it?

Excellent work with this.
Lewin.
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Krom

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Knights Province Developer

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Post 24 May 2008, 05:28

Agree with Lewin - there are huge amount of small mistakes which make tool look as done in haste.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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merchant_992

Pikeman

Posts: 162

Joined: 11 Nov 2006, 23:00

Location: Rinsumageest, Nederland

Post 24 May 2008, 06:52

This is version 0.4.3 right and not 4.0.3?
Maximum energy of a house can't that be changed?
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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 24 May 2008, 07:57

New release:
http://rapidshare.com/files/11720151/Uniteditor.exe.html

-Translation fixes
Agree with Lewin - there are huge amount of small mistakes which make tool look as done in haste.
It's not haste, it's my english knowledge.
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Krom

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Knights Province Developer

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Post 24 May 2008, 07:59

Maximum energy of a house is a summ of stone and wood needed to build it multiply 50. For example building of 4 stones and 3 wood will have energy (usually called HitPoint btw) (4+3)*50=350.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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Merchator

Sword Fighter

Posts: 336

Joined: 27 Dec 2006, 23:00

Location: Germany

Post 24 May 2008, 08:15

Yeah, I knew this :wink:

Edit @merchant:
Oh, my finger slipped out :D
Thanks for reporting it!
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merchant_992

Pikeman

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Location: Rinsumageest, Nederland

Post 24 May 2008, 09:11

There is something wrong with the school, it takes over the stats of the building before it. For extra building energy we allways need to build it with more wood and stone, we can't just change the energy?
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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 24 May 2008, 11:03

There is something wrong with the school, it takes over the stats of the building before it. For extra building energy we allways need to build it with more wood and stone, we can't just change the energy?
The schools maximum health, or as I would prefer MaxHitPoints, is 550 and the cost are 6 timber and 5 stones, so it is consistent with the formula (timber+stone)*50, because(6+5)*50 = 550.
There is no way to alter the MaxHitPoints besides altering the buildresources-amounts.

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