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  •  06-17-2009, 4:50 PM 820139 in reply to 820129
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    armbrust11,

    The following is the only way I know..To get XPIronclads into skirmish..I have tested it and it will work..

    To get Ironclads in single player skirmish..

    Keep in mind..before altering any file..Back it up in a safe place..Just in case you decide to revert back to the original version of the file..Also..A little note..If you alter these files you cannot play on-line..Until you revert back to original game files.

    • Open the techtreex.xml in notepad or simular program.
    • Scroll to the age of your civ you want to train the xp ironclads.In that age you want to add the following entries.

    <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Assign'>
        <Target type ='ProtoUnit'>xpIronclad</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='AddTrain' Unittype ='xpIronclad' relativity ='assign'>
     <Target type ='ProtoUnit'>Dock</Target></Effect>

    You also need to add the xpIronclads to your protox.xml..Scroll to the dock and add the line in

    E.G

      <Train row ='0' page ='0' column ='0'>FishingBoat</Train>
      <Train row ='0' page ='0' column ='1'>Caravel</Train>
      <Train row ='0' page ='0' column ='1'>Galley</Train>
      <Train row ='0' page ='0' column ='2'>Galleon</Train>
      <Train row ='0' page ='0' column ='3'>Frigate</Train>
      <Train row ='0' page ='0' column ='4'>Monitor</Train>
      <Train row ='0' page ='0' column ='5'>xpIronclad</Train>
      <Train row ='0' page ='0' column ='5'>SPCFireship</Train>
      <Train row ='0' page ='0' column ='2'>Fluyt</Train>
      <Train row ='0' page ='0' column ='6'>Canoe</Train>

     ..xpIronclads are not considered normal navel units..You may also need to alter the row position..Depending on how many other navel units that are in your dock already.

    That should do it!

    Good luck and have fun ..(I hope) ..With your xpIronclads in single player skirmish!

    Regards

  •  06-20-2009, 3:29 AM 820905 in reply to 820139
    und3r5c0r3 und3r5c0r3 is not online. Last active: 06-21-2009, 9:34 PM
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    Subject: Re: The Modding Thread.
    Another question from me: Does anyone know of a way to make it so units that lose health over time don't lose health over time? Like minute men and warriors (spawned from firepit in The War Chiefs). I checked in the proto file, and minutemen have something about a "lifespan" but I can't seem to make it so they last forever.
  •  06-20-2009, 8:50 AM 820940 in reply to 820905
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    und3r5c0r3:
    Another question from me: Does anyone know of a way to make it so units that lose health over time don't lose health over time? Like minute men and warriors (spawned from firepit in The War Chiefs). I checked in the proto file, and minutemen have something about a "lifespan" but I can't seem to make it so they last forever.

    Always happy to help when I can my friend!..This question was already answered on page 1 of this thread!.You can go there and read everything about this, that was posted in regards to it.

    I'm assuming you have read the above post and have a basic understanding of what you need to do..

    Making minitemen a full time unit..

    With aoe3-ed..Go into data2 file..(For warchiefs)..Hilight the civs file and extract and convert to an .xml file..Open the file in notepad and Scroll down to the civ you want to do this for..You'll need to change the regen rate for this unit..Look for this line..<rate>-0.2</rate> Change to <rate>0</rate>..Save your changes and then place your civs.xml into your programfiles/microsoft games/aoe3/data folder..It's that easy and you now have full time minitemen.

    Regards and enjoy your full time minitemen!

    kjn

     

  •  06-21-2009, 9:33 PM 821288 in reply to 820940
    und3r5c0r3 und3r5c0r3 is not online. Last active: 06-21-2009, 9:34 PM
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    Subject: Re: The Modding Thread.

    Thanks again! Sorry for overlooking that post. Second post in the entire topic and I missed it *facepalm*

     

    Well, I'm all set for now. AOE3-ed should be useful for me to fix some of the little gripes I have with AOE3.

  •  06-22-2009, 2:47 PM 821450 in reply to 821288
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    You're most welcome again!

    Happy to have been able to help out.

  •  09-07-2009, 4:51 PM 842009 in reply to 587227
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    We do still have a modding thread in this category!.

    Due to some recent questions popping up.

     I felt it was best to have this thread back on page one.

    Regards

  •  10-13-2009, 4:40 PM 848671 in reply to 842009
    MourningStar MourningStar is not online. Last active: 11-13-2009, 9:46 PM
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    Subject: Re: The Modding Thread.
    How do I use the flag bearer and the drummer? By that, I mean how do I mod things so that the civilizations can use them. By that, I really just mean how do I mod it so that I can use them. Age of Empires III already has the units in the proto file, but not in the game itself.
  •  10-13-2009, 6:43 PM 848706 in reply to 848671
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    MourningStar,

    Welcome to the modding thread and thank you for posting..

    I don't know how much experience you may have with modding..Or..If this is your first attempt?.I must state..That if you mod your files you will not be able to play the game on-line unless you remove the modded files, Then replace with your original files..In any case..It is the first rule and the most important rule in modding and that is..Back up any file you intend to mod, first..

    With that being stated..

    Just scroll up to my first post on this page..It refers to the XPIronclads..You'll just subsitute with the "flag bearer" and then the "drummer"..I know you don't want to train your flagbear and drummer from the dock..I would be inclined to think that the "barracks" would be the best place..Just follow what I posted and keep in mind?.You'll need to make that data entry for both units into the techtree, in the age you wish to make them available of (Whatever version of the game you're using)..

    Also..You'll need to make adjustments in the proto of the version of the game you're using in the barracks..You'll need to add them (Drummer and flag bearer) into a train row..

    Best regards 

  •  10-13-2009, 9:38 PM 848742 in reply to 848706
    MourningStar MourningStar is not online. Last active: 11-13-2009, 9:46 PM
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    Subject: Re: The Modding Thread.
    Thanks, I'm new to modding but I followed the instructions you gave me and it worked perfectly.
  •  10-13-2009, 10:08 PM 848747 in reply to 848742
    max2h max2h is not online. Last active: 11-24-2009, 2:18 PM
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    Subject: Re: The Modding Thread.

    I converted the command post into a cannon attack command post. (land). Now, it will not change back. Both projectiles are set to "Ranged", and nothing.

    I have re modified the techtree.xml file also. Nothing. 

    I have changed the projectile image, attack spread, attack power, made sure the name of the protoaction matches the one in the techtree file, and tried converting the building into a unit (attackable building) tried to add a new protoacton for a ranged attack. Nothing. Anybody have an idea?

     

    And is there any way you can make walls attack LOL i have been trying but I cant find anything xD 

  •  10-14-2009, 3:45 PM 848872 in reply to 848747
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    Hello max2h,

    If I'm understanding your question?.

    You may also need to make changes in the "tactics" file for this unit..

    Regards

  •  10-14-2009, 3:46 PM 848873 in reply to 848742
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    MourningStar:
    Thanks, I'm new to modding but I followed the instructions you gave me and it worked perfectly.

    You're most welcome..

    Happy to have been able to help!

    Regards

  •  10-14-2009, 10:38 PM 848967 in reply to 848872
    max2h max2h is not online. Last active: 11-24-2009, 2:18 PM
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    Subject: Re: The Modding Thread.
    kjn:

    Hello max2h,

    If I'm understanding your question?.

    You may also need to make changes in the "tactics" file for this unit..

    Regards

    o yea I forgot about that file. that was a dumb mistake, but thankyou for the help

     

  •  10-15-2009, 2:43 PM 849092 in reply to 848967
    kjn kjn is not online. Last active: 11/23/2009, 7:18 PM
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    Subject: Re: The Modding Thread.

    You're most welcome max2h!

    Always happy to help when I can.

  •  11-06-2009, 5:34 AM 853642 in reply to 849092
    PieLighter PieLighter is not online. Last active: 24-11-2009, 10:24 AM
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    Subject: Re: The Modding Thread.

    OK kjn, I'm back and I need some serious help with creating units...

    Alright, I have created two new units based on Amelia Black and John Black by copying their proto code in protox.xml, (this is for TWC) and given them appropriate names. I have given them new strings in stringtablex.xml. All works perfectly. Except:

    1)   My new units no longer have their parent units' special attacks (Hawk-Eye and Double-barrel) but they still have the Build Trading Post button.

    2)   They have no sounds.

    3)   I want to edit the textures with Paint Shop Pro 9 and I have extracted the files (for Amelia Black) -

    amelia_black_32x32.ddt

    amelia_black_64x64.ddt

    amelia_black_icon_32x32.ddt

    amelia_black_icon_64x64.ddt

    I need to know how to edit these files (I have converted them to .tga, btw) and how to put them back into Art2.bar.

    kjn and other modders, thanks in advance for any help you can give me. I know all of these things are doable.

    If you want the proto code for these units, just ask and I'll put the code in this post.

     

     


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