Tech modding and unit modding question

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GeneralSturnn
Posts: 24
Joined: 07 Feb 2013, 11:23
Location: USA, Florida

Tech modding and unit modding question

Post by GeneralSturnn » 18 May 2018, 07:45

So... it's been a LOOONG time since I've modded the game...


How would I go about modding Technology costs and Unit pop costs? i'm sorry, I feel so stupid asking this... but I've searched everywhere i could think to.


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Loewenherz
Posts: 57
Joined: 23 Sep 2017, 17:26
Location: Germany

Re: Tech modding and unit modding question

Post by Loewenherz » 18 May 2018, 17:38

Technology costs:

Empire Earth II Gold Edition\zips\db.zip\db\TechTree\dbtechtreenode.csv

Unit pop costs:

That is the "popCount" function in unit ddfs.

Code: Select all

UnitType Bomber
{
	parent = Aircraft
	properties {
		rps = Bomber
		SizeX = 1
		SizeY = 1
		mass = 0
		VerboseTooltip = vtt_unit_Bomber
		popCount = 3 // Costs 3 POP
	}
	sounds = {
	}
	abilities = [
		AircraftMove {speed = 5.75; angSpeed = 33; CruisingHeight = 10.0; ElevChangeRate = 1.0; OnGroundScale = 0.8}
		Attack { range = 0; reloadTime = 1; applyDamageTime = 0; damage = 0; missileName = "Bomb"; attackOnTheMove = 1 }
		LOS { range = 0 }
	]
	fullMapOverlay { sprite = spr_fullmap_plane; scale = 1.5; }
	attributes [
		GoesOnAirMissions
	]
}
My EE2 Work:
EE2 Scripts - Notepad ++ User Defined Language make the scripting clearly and easy.
Grid Utility for EE2 and EE2X to create accurate maps.
IES Script Collection with all scenario scripts from EE2 1.5

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GeneralSturnn
Posts: 24
Joined: 07 Feb 2013, 11:23
Location: USA, Florida

Re: Tech modding and unit modding question

Post by GeneralSturnn » 18 May 2018, 18:12

Thank you very much!


Though where doI find the units.ddf?

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Loewenherz
Posts: 57
Joined: 23 Sep 2017, 17:26
Location: Germany

Re: Tech modding and unit modding question

Post by Loewenherz » 18 May 2018, 18:36

Empire Earth II Gold Edition\zips\db.zip\db\Units\

:)
My EE2 Work:
EE2 Scripts - Notepad ++ User Defined Language make the scripting clearly and easy.
Grid Utility for EE2 and EE2X to create accurate maps.
IES Script Collection with all scenario scripts from EE2 1.5

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GeneralSturnn
Posts: 24
Joined: 07 Feb 2013, 11:23
Location: USA, Florida

Re: Tech modding and unit modding question

Post by GeneralSturnn » 18 May 2018, 19:50

I don't see it... is it in Empire Earth II's db? or Art of Supremacy? I checked there because it's obvious, but i see no single file names that... closest I have s upgrades, but it's just a bunch of text, no numbers.

I used to mod the game, but I've forgotten so much over the past 6 years, lol...


Edit: Oh, I see now, it's the single units, I take things unfortunately as I see them for the most part...


Would you know how I'd make Hercs available in epoch 14? I don't like the robotic infantry in 15

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Dr.MonaLisa
Posts: 7073
Joined: 17 Jun 2010, 11:21
Location: Poland

Re: Tech modding and unit modding question

Post by Leader » 18 May 2018, 23:08

Please remember that files structure in Unofficial Patch 1.5: https://ee2.eu/patch is a little bit changed.

Changed files have different names and are stored in EE2: zips\db_155.zip or AOS: zips_ee2x\EE2X_db_155.zip.

Old "dbtechtreenode.csv" isn't used anymore. Now there are two files:
db_155.zip\db\TechTree\dbtechtreenod5.csv
and:
db_155.zip\db\TechTree\dbtechtreenod6.csv

dbtechtreenod5.csv is used when UP1.5 units, buildings and sounds are enabled by UP1.5 Settings (default option), otherwise file dbtechtreenod6.csv is used.

Same with "Units" .ddf files. Updated files are in db_155.zip\db\Units and usually have "_15" added to the filename.

In EE2 helicopters have .ddf filenames like "heavy_mounted2". So in case you're using UP1.5 you would need to edit "heavy_mounted2_15.ddf".

I didn't want to change the original files structure, but it was required to support all languages (because I don't own files to all language versions). Thanks to those changes players can use the language of their original game.

If you don't like the new files structure, you can still use the Developers version of UP1.5: https://ee2.eu/patch/developers
This version adds most important features (all screen resolutions support, DirectX9, Autofonts), so I recommend it for all modders.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains

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