
[Updated]Unit.dat Editor
Good idea there 
You should tell Harold to make this in TKE

You should tell Harold to make this in TKE

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
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de

King Karolus Servant
Posts: 2154
Joined: 29 Aug 2007, 22:00
KaM Skill Level: Veteran
Location: In his dark thunderstormy castle
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.
The problem is that I have only 50 MB out there, so I can't install KaM.
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.

The problem is that I have only 50 MB out there, so I can't install KaM.
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.
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
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
The problem is that I have only 50 MB out there, so I can't install KaM.

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?
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!
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!

Posts: 3822
Joined: 16 Sep 2007, 22:00
KaM Skill Level: Skilled
ICQ: 269127056
Website: http://lewin.hodgman.id.au
Yahoo Messenger: lewinlewinhodgman
Location: Australia
Please leave a feedback!

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.

May I ask what that image of a school is doing on the adv. workers page?

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.
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
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
New release:
http://rapidshare.com/files/11720151/Uniteditor.exe.html
-Translation fixes
It's not haste, it's my english knowledge.
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.
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
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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?
There is no way to alter the MaxHitPoints besides altering the buildresources-amounts.
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