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X版本现在有下载了吗?就是修改过兵种的那个!

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发表于 2008-5-16 00:08:44 | 显示全部楼层 |阅读模式
本帖最后由 wyadell 于 2015-7-11 07:40 编辑

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<P>等到海枯石也烂了!</P><P>有人发了个修改器,本想自己修改个版本,但发完人就失踪了,教程都没有,根本不会用啊!</P><P><A target=_blank href="http://www.eetpy.cn/ShowPost.asp?ThreadID=8342">http://www.eetpy.cn/ShowPost.asp?ThreadID=8342</A></P>
真人游戏|足球篮球|时时︹彩| 六合投︹注| 网络赚钱:顶级信用︹提现百分百即时到账SO.CC
 楼主| 发表于 2008-5-16 03:23:59 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

本帖最后由 wyadell 于 2015-7-11 07:40 编辑

真人游戏|足球篮球|时时?彩| 六合投?注| 网络赚钱:顶级信用?提现百分百即时到账SO.CC
<P>你的论坛里还是没有新版本下载。</P><P>大规模的战术战略游戏,不希望把所有兵的价格都调低而多出兵,如果出兵太块,这样很不习惯的,尤其是新手更反映不过来。</P><P>除了少数不平衡兵种需要修改价格,其他都可以不变。</P><P>还有最好不要限制某国家不能出某种兵,兵种要全面而且平衡才好玩。</P>
真人游戏|足球篮球|时时?彩| 六合投?注| 网络赚钱:顶级信用?提现百分百即时到账SO.CC
 楼主| 发表于 2008-5-23 00:02:19 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

发表于 2008-6-5 06:04:11 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

发表于 2008-6-5 06:06:49 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

发表于 2008-6-5 06:11:47 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

本帖最后由 wyadell 于 2015-7-11 07:40 编辑

真人游戏|足球篮球|时时Μ彩| 六合投Μ注| 网络赚钱:顶级信用Μ提现百分百即时到账SO.CC
<P><A target=_blank href="http://www.eetpy.cn/ShowPost.asp?ThreadID=8342" target=_blank>http://www.eetpy.cn/ShowPost.asp?ThreadID=8342</A></P><P>上次我发的两个修改文件,一个为原版修改器,一个为征服版修改器(我用的是征服版修改器+WinHex编辑软件),有一份全英文的教程,看起恼火哦,我是找朋友翻译的,全靠看图来摸索的,一会我找找发上来吧.</P><p>[此帖子已被 luoxpzl 在 2008-6-4 22:29:09 编辑过]
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发表于 2008-6-5 06:17:20 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

本帖最后由 wyadell 于 2015-7-11 07:40 编辑

真人游戏|足球篮球|时时┹彩| 六合投┹注| 网络赚钱:顶级信用┹提现百分百即时到账SO.CC
<FONT size=3><FONT face="宋体, MS Song">< class=MsoNormal style="MARGIN: 0cm 0cm 0pt; TEXT-ALIGN: center; mso-layout-grid-align: none" align=center><IMG src="http://www.eetpy.cn/attachments/bbsxp/2008-6/200864222026.jpg">&nbsp;</P>< class=MsoNormal style="MARGIN: 0cm 0cm 0pt; TEXT-ALIGN: center; mso-layout-grid-align: none" align=center><U><SPAN lang=EN-GB style="FONT-FAMILY: Tahoma"></SPAN></U>&nbsp;</P>< class=MsoNormal style="MARGIN: 0cm 0cm 0pt; TEXT-ALIGN: center; mso-layout-grid-align: none" align=center><U><SPAN lang=EN-GB style="FONT-FAMILY: Tahoma">Guide to modifying Empire Earth<?xml:namespace prefix = o ns = "urn:schemas-microsoft-comfficeffice" /><o:p></o:p></SPAN></U></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">This a guide to modifying the default values for Empire Earth units.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>This means you can do things like change the default tech tree and default unit values so that you can use them in a random map.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>You can also add units and buildings into the game that could previously only be used in the map editor.<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><U><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">Getting Started<o:p></o:p></SPAN></U></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">You need 3 pieces of software...<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">1) EE Studio: Use this to extract the 4 .dat files you will have to change<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">2) Empire Earth Unit Editor by Matthew Wolf: This makes it easier to change some of the values<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">3) A hex editor: This allows you to edit the .dat files directly<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">Download 1 and 2 from <A target=_blank href="http://dynamic5.gamespy.com/~empires/downloads/categ.php?cat=21">http://dynamic5.gamespy.com/~empires/downloads/categ.php?cat=21</A>.<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">Use EE Studio to get the 4 .dat files.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>Instructions on how to do this are found in EE Studio and the Empire Earth Unit Editor.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>The 4 files are:<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">dbtechtree.dat<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">dbobjects.dat<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">dbgraphics.dat<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">dbbuttons.dat<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">Make copies of these files and store them in a safe place.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>Make a folder called "db" inside "C:&#92;Program Files&#92;Empire Earth - the Art of Conquest&#92;Data&#92;" and put the 4 files in there.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>If you mess the files up, copy the backup files over them to fix them.<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">Now you can use your Hex Editor to edit the 4 files inside the "db" folder.<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><U><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">Using Hexadecimal</SPAN></U><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">You have to be able to translate the hexadecimal notation (you can use the scientific calculator in Windows).<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>For example, a food cost for building a unit might appear as “32” in hex, but the value is actually 50 in decimal.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>Also, when you see a value like “46 05” the decimal value is 1350, not 17925 because you have to read the hex backwards (“05 46”).<o:p></o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma"><o:p>&nbsp;</o:p></SPAN></P><P class=MsoNormal style="MARGIN: 0cm 0cm 0pt; mso-layout-grid-align: none"><SPAN lang=EN-GB style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">Whenever you change something in the files you must always overwrite the old data, otherwise Empire Earth may not run at all due to the change in file size.<SPAN style="mso-spacerun: yes">&nbsp; </SPAN>Obviously you must be in hex mode to change the hex values, and in character mode to change the names/strings.<o:p></o:p></SPAN></P></FONT></FONT><A TARGET=_blank HREF=attachments/bbsxp/2008-6/200864222055.doc><img border=0 src=images/affix.gif>EE_MOD_Guide.doc</A><p>[此帖子已被 luoxpzl 在 2008-6-4 22:21:35 编辑过]
真人游戏|足球篮球|时时┹彩| 六合投┹注| 网络赚钱:顶级信用┹提现百分百即时到账SO.CC
发表于 2008-6-5 06:22:42 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

dbobjects.datfficeffice" />

 

This file holds just about all the information about the units you can think of that is not in the tech tree.

 

Like the tech tree, each entry starts with the name, e.g. “Gun Artillery13 Colossus”.  However, there is a lot more data for an object than in the tech tree.  So I have divided these diagrams into several parts.

 

The second name that appears is the type of unit it is, e.g. “helicopter”, “Aircraft Carrier”, “Land Patrolling”, “Calamity Caster”, “ffice:smarttags" />laceName w:st="on">SimplelaceName> laceType w:st="on">Building” etc.  If you change the unit type name then the unit behaviour will change, but sometimes it could crash the game.

 

Here is an example of the first part of a object, the Pandora (note: for some reason the Pandora is called a “Cyclops” in the tech tree file)…

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Speed is a bit odd because the value does not reflect what appears in the game.  I think it goes up in steps of “D” (13)… 

Hex Value

Speed in game

19

12

26

13

33

14

40

15

4D

16

 

The other numbers near the speed might have something to do with acceleration or turning speed.

Attack mode is how the unit attacks other units.  If you look at the attack mode values in other units you can work out what they are for.  Here are some I have noted…

 

Value

Unit Reaction

Examples

07

Fires at air units

AA Tower, Stinger Soldier

29

Fires at air and ground units

Talon Fighter/Bomber

09

Fires at submarines

Sea King

41

Fires at space units only

Space Turret

21

Fires at ground units

Panzer Tank

0C

Fires at air units

Nebula Fighter, Gunboat

 

If you change the Space Turret to “21” for example, then you will find that the Space Turret starts zapping ground units!

 

I don’t know where the Range is, although when editing the Zeus II it seemed to be a part of the Hit Points.

 

 

Now let us examine the next part of an object, this time the Enterprise Aircraft Carrier…

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This part is self-explanatory.

The next part of the object includes information about where the unit is allowed to move (this is still the aircraft carrier example)…

 

The last part of the Enterprise carrier object is shown below…

 

Since the aircraft carrier can actually create objects (i.e. planes), there is a list of Tech ID numbers at the end for those objects.  With building objects there is always a list of Tech ID numbers that the building can create.

 

 

You must be careful when making an object cloaked.  If you cloak an object that has no attack range (e.g. B5 stealth bomber) then that object can never be destroyed by the enemy.  This is because the object will always be invisible and the enemy will not be able to see it no matter how close they get.

 

However, if you cloak something with attack range (e.g. a marine) then you should have no problem.  If you can find out how to change the range for an object which has no range then you can cloak that unit without it becoming invincible.

发表于 2008-6-5 06:22:53 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

高手翻译一下吧
发表于 2008-6-5 06:23:16 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

dbbuttons.datfficeffice" />

 

The textures for the buttons are recorded here.

 

The format for this one is quite simple.  First there is the name of the button (“Atomic Bomber Rally Point”) and then the path to the texture (“textures\act_infiniteatomic.sst”).

ffice:word" />

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

发表于 2008-6-5 06:23:34 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

dbgraphics.datfficeffice" />

 

The textures for the models are recorded here.  It is probably easier to change the graphics in the Unit Editor.  The format is quite simple so you should be able to work it out for yourself.

 

 

 

 

 

 

 

 

 

 

 

 

 

Adding “Editor Only” Units

 

Here is a summary of how to get the “Editor Only” units into the random maps.

 

1)      Open the “dbtechtree.dat” file in the Hex Editor and search for the unit you want to put in.

 

2)      Change the “Editor Only” value to “00”.

 

3)      Check the “Object the unit comes from value”.  In nearly all cases this number should be correct.  However, when I was adding the Zeus II, the number was “8B 01 00 00” when it should have been “45 00 00 00” (the Cyber Factory).  Make sure you change both numbers if you have to edit it, i.e. “8B 01 00 00 | 01 00 00 00 | 8B 01 00 00” would become “45 00 00 00 | 01 00 00 00 | 45 00 00 00”.

 

4)      Save

 

5)      Go to the Unit Editor and change the button position for the unit to a suitable place.

 

 

Sometimes these 5 steps will be enough to add it to the default tech tree.  However, with other units such as the “UFO” you have to attach it to a building…

 

 

6)      Find out the Tech ID for the unit you want to add.

 

7)      Open the “dbobjects.dat” file in the Hex Editor and search for the building/object you want to create the unit with.

 

8)      Increase the “Number of objects this unit may create” value by 1.

 

9)      Add the Tech ID number you discovered in (6) and add it to the end of the TechID list.  For example, to add the UFO you would put “DC 37 00 00” at the end (just overwrite the “FF FF FF FF” values).

 

10)   Save

发表于 2008-6-5 06:23:45 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

Overcoming Epoch Problemsfficeffice" />

 

When I tried to add Zeus II to start in the Space Age I found that I couldn’t change the Start Epoch.  So Zeus and Zeus II were both appearing in the Nano Age.

 

The way round this problem is to have Zeus and Zeus II in the same button position so that Zeus appears in front of Zeus II for the Nano Age.  The order of the items in the Tech ID list matters if you have units that appear in the same Epoch and button position.  The items later in the list will appear in front of those earlier in the list.  So I put Zeus at the end of the list and Zeus II earlier in the list.  Then all you have to do is make sure the Zeus end epoch is Nano, and the Zeus II will appear in its place for the Space Age.

发表于 2008-6-5 06:25:21 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

顺便灌点水
发表于 2008-6-5 06:26:42 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

上面的是16位修改教程,其它所有功能都能改,包括新增人物,人物现在我还不会加
发表于 2008-6-5 06:27:48 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

不修改人物,但可以使用修改器来更换人物,例如把狗换成工兵
发表于 2008-6-5 06:30:24 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

或者将狗的攻击力加强,农民攻击力加强,生命加高等,

发表于 2008-6-5 06:31:21 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

感觉有意思,而且还可以将修改好的文件传给朋友,一起联机玩.
发表于 2008-6-5 06:31:43 | 显示全部楼层

Re:X版本现在有下载了吗?就是修改过兵种的那个!

有空大家一起交流哈.
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