飛揚寒星 发表于 2005-9-10 23:15:26

GE2英文修改教程(作者:qaz123tfg)

转载自Phoenix Clan Rocks,<a href="https://phoenixclan.biz/pxcforum/index.php?showtopic=2138" target="_blank" >https://phoenixclan.biz/pxcforum/index.php?showtopic=2138</A>。希望有人能早日翻译过来,这篇教程写得相当完整。
<B>AoC Unit Stats Editing Guide (using GeniEd2)

</B><I>By <B>007 </B>(5 June 2004)</I>

Welcome to the stats editing guide. This guide assumes that you have Age of Kings and Age of Kings The Conquers installed. The stats editing program only works with Age of Kings The Conquerors. I believe you
also should have the C patch installed before you stats edit. I've never
tried stats editing without the c patch installed so it may or may not
work without the C patch.

You can get the patch at the following link:
https://www.microsoft.com/games/conquerors/downloads.asp?f1=no
Look under "Game Updates."

NOTE: Geniedit2 won't work with the trail version.

1. Go to

<B><a href="https://games.build-a.com/swgb/files/GeniEd2.exe" target="_blank" >Geniedit2</A></B>

and download that program. It doesn't matter where you downloaded the program to on your hard drive, just remember where you put it.


2. <U>Before you change anything</U>

(Be sure that you are NOT running Age of Kings or Age of Kings The Conquerors.)

-go to the folder

<B>C:\Program Files\Microsoft Games\Age of Empires II\Data</B>

(this assumes you install aok and aoktc to the default location).

Copy the file

<B>empires2_x1_p1.dat</B>

to another location anywhere on your computer.


<I>NOTE:</I> Whenever you wanna change the stats back to how they were originally, copy that backed up file to

<B>C:\Program Files\Microsoft Games\Age of Empires II\Data</B>


When it asks if you wanna replace the file click yes.

i.e.,

"There is already a file named empires2_x1_p1.dat in this folder. Do you want to replace it?"

Then all the stats will be backed-up to how they were before they were edited.)


3. Install the program you downloaded in step 1

4. Open the GeniEdit2 program.

5. select "File" then "Open" click "Ok."

At this point I am going to go step-by-step in changing a unit. Of course you could select any unit you want, but it would help if you followed through this tutorial first.

6. From the drop down menu at the top select "British."

7. Click on "Advanced Heavy Crossbowmen."

Now I will explain the fields.

<B>Unit id:</B> can't change this

<B>Internal Name:</B> can't change this

<B>Language DLL ID:</B> you can change this - but I am not sure if you would want to. I believe if you change this to a number that is not a valid dll id, (and saved it) then the unit wouldn't exsist in the game. i.e., Do that to a pikeman and it might not even be able to be built in game. Haven't tested this but I believe that's what would happen.

<B>Hitpoints:</B> - it’s the base amount of hit points a unit has. Feel free to change this. I'm not sure what the highest amount of hitpoints the game engine will accept, but feel free to experiment.

<B>Line of sight:</B> The amount of tiles - around a unit - that become visible. For example, a scout has a much greater line of sight than a sheep.

<B>Garrison capacity:</B> I'm pretty sure this doesn't work with units, objects, and buildings, that can't normally have things garrisoned inside of them. But for the ones that can have units inside of them, feel free to try editing it.

<B>Side note:</B> I once set a rams garrison value to 20 and loaded it full. That ram was speedy. Hehe. Just for fun.

<B>Icon ID:</B> Determines which little picture shows up as the unit’s icon. For example, if you change this number to 90, then it should show the icon for an arbalest.

<B>Hide from editor:</B> Hides the unit from the scenario editor. Uncheck this to make it so you can place them.
-note you can only place them for the civ you unchecked it for (the civ selected under drop down menu)

<B>Dead unit ID: </B>This number probably references which graphics should be displayed when the unit is dead... That's a guess.

<B>Movement speed:</B> This is how many tiles a unit travels per second. The higher the number, the faster the unit.

<B>Attack range (displayed):</B> The range that is displayed when you click on your unit or in the scenario editor. NOTE: This does not change the actual range, it only changes what the range is displayed as.

<B>Attack range:</B> Change this number to change the actual range of the unit you have selected. The higher the number, the greater its range.

However, an extremely high number, may cause the unit to revert back to its original state. (i.e. before you edited it) This is true for all the numbers that you can edit. Feel free to experiment, but if it doesn't work (and you've selected the same civ on the drop down menu as you did when you edited the unit) you should try a lower value. And follow the same format as the game engine. Meaning, if the original value is 1.000 don't put 3 try something like 3.000. Again, this applies to all the numbers, edit them in the same format that they are represented. I.e., if the value is represented with a decimal, use decimals when you edit.

<B>Blast radius:</B> The blast radius (measured in tiles) of a units attack. Mangonels have this, because it causes splash damage. I.e., an attack of 75 which is spread out over a certain amount of tiles. You can give the archer a blast radius if you want. But in a way it lowers your archers attack per unit. For example, say your archer has an attack of 15. Say, 3 enemy jaguar warriors (side by side) advance toward your archer. Each of them will lose 5 points (15 divided by 3) per shot your archer makes. Because the damage is spread over the area of attack.

<B>Projectile unit id:</B> This number determines which projectile graphic is shown. (Notice all the entries in the left panel for "Arrow" followed by a number.)

<B>Reload time (1):</B> The first reload time. A value of 1.000 I believe represents 1 second. The higher the number the slower it reloads.

<B>Reload time (2):</B> The second reload time. The higher the number the slower it reloads.

For example, say I have a unit with the following reload stats:

<B>Reload time (1):</B> 1.000

<B>Reload time (2):</B> 2.000

After its first attack it will take 1 second to do its second attack. But after its second attack it will take 2 seconds before it does another attack, then it will take one second to do that attack after that; it’s a pattern/cycle.

<B>Armour (displayed):</B> The amount of either pierce armour or melee armour (i'm not sure which) that is displayed when you select a unit. This does NOT change the actual armour.

<B>Attack (displayed):</B> The amount of attack that's displayed when you select a unit. This does NOT change the actual attack.

<I>Side Note:</I> If you decrease the reload time, the unit attacks quicker, making it cause more damage in less time, which is sort of like a attack increase. If you wish to keep the game balanced though, do this in minute increments.

<B>Cost 1 used:</B> If its checked, cost one is used. If its not checked, cost 1 is not used. Cost one is defined by the next variable...

<B>Cost 1 type:</B> Makes a unit’s first cost food or stone or wood or gold.

<B>Cost 1 amount:</B> the cost in x (x being the above selected quantity. Quantity being defined as food or stone or wood or gold) of the unit.

<B>Cost 2 used:</B> If it’s checked, cost two is used. If its not checked, cost 2 is not used. Cost two is defined by the next variable...

<B>Cost 2 type:</B> Makes a units first cost food or stone or wood or gold.

<B>Cost 2 amount:</B> the cost in y (y being the above selected quantity. Quantity being defined as food or stone or wood or gold) of the unit.

<B>Construction time:</B> The amount of time (in seconds) that it takes to make a unit. The higher the number the longer it takes for the unit to be made.

With buildings, the more villagers that are working on it the faster it builds. So, if a building's construction time is set to 30 does that mean that if one villager works on it, it takes 30 seconds to build? Yes. But construction time can be reduced by placing more villagers on the job. However, there is a decrease in efficiency of each as each is added to the task. That reduction in equivalency amounts to one-third less per unit added.

Basically what happens is that if you assign 4 vills to the job, the structure will be built in half the time, if 7 in one-third the time… and beyond that the increase in efficiency for each additional village added becomes quite small. With respect to our example here of 1 villager building in 30 seconds, 4 will have it up in 0:15 and 10 will have it up in 10 seconds. There is an article at RTS Central (MFO) that goes into this subject in great detail.

<B>Dura-armour (displayed): </B>The amount of either pierce armour or melee armour (I'm not sure which) that is displayed when you select a unit. This does NOT change the actual armour.


Now for step 8:

Uncheck "Hide from editor" box

Change "Movement speed" to 3.000

Change "Reload time (1)" to 0.500

Change "Reload time (2)" to 0.500


9. Click "File" then click "Save..."

10. Click "Save."

11. Click "Yes."

12. Click "File" Click "Exit."

13. Start Age of Kings The Conquerors

14. Open the scenario editor, make player one the british civ

15. Make player Teutons.

16. Make a circle out of trees; at least big enough to hold a few units.

17. Look at the units list for player one, select the "Advanced Heavy Crossbowmen"

18. Place two of them inside the circle of trees

19. Look at the units list for player two, select the "Elite Teutonic Knight"
Place 2 of them inside the trees but a bit away from the Advanced Heavy Crossbowmen.

21. Save the scenario

22. Test it

You should have some very fast firing - and moving - Advanced Heavy Crossbowmen.

Keep in mind that the game engine has to calculate everything. Even with these small changes, there was lag on my machine. Of course I have only 64mb of ram and I think the chip in here is a Pentium 2...

Reopen that scenario. (the one you saved in step 21). Look at the units list for player two, you will notice that the Advanced Heavy Crossbowmen isn't listed. Why is it listed for player one (the British) but not for player 2?
Because when we did the editing we had selected the British civ. (refer to step 6.) So, the unit was only changed for the Brits. This is a key thing to remember.

You may be wondering, what are all the things in the left pane? Anything with the suffix _D is that units graphics when it is dead and rooting. I would guess that "BCANN_D" is the graphics of a dead bombard cannon.

Some of the units are beta units. Like the Advanced Heavy Crossbowmen. Some beta units can't be moved, some don't even have any graphics, and those without graphics obviously can't be placed in the editor. The vdml can't attack, (it doesn't even have attacking frames) but you can unhide it and just order it to run around. If you wanna know what something is, uncheck the "hide from editor" box and place it in a scenario.

<I>Additional advice</I>:

To anyone that is trying to edit stats, don't just change the numbers, use logic. For example, say I think the Teutonic knight is too slow. I could check the movement value of the Woad Raider and change the Teutonic knights movement value to whatever movement value the Woad Raider had.

"I tried changing the Arbalest by giving it a ton of attack and fast speed,"

There is probably a certain value that you shouldn't go over. In the scn editor I gave a unit 999999 attack and it made the unit die.
Try comparing units and changing values based on that.

Also, before you change anything, select a civ from the drop down menu. Then when you test your changes be sure you are testing it with that same civ.

Remember whatever techs that the game applies to your unit will still be applied. For example, If I give the Advanced Heavy Crossbowmen a range of 0.000 , save that change, set the age for player one to post-imperial, and make sure player one is Brits, I will find that it has range. Why? Because of the Brits range bonus.

This is a game so have fun with it. Make whatever changes you want. Experiment. Share your results here. If you screw it up majorly, or if you just want to revert back to the original game data file, refer to step 2.

To me, the most interesting thing is to try and make a new unit, but one that actually balances and flow well in the game. I ended up with an archer that had splash damage, that fired relatively quickly, but I made the hp low so they died easy and that offset their attack speed. Plus, if an enemy unit goes in between a group of my special archers, the splash damage starts killing off my own archers.

You can give a melee unit range, but it still attacks with a melee type attack. You can take away an archer units range, but it still does an archer type attack. My Woad Raider with 2 range looks like he's using magical power. He stands away from the building, and moves his arms around, but the attack still damages the building.

Remember that attack bonuses still apply to the units you edit. For example, the rams attack may look low, but it does so much more damage than that vs buildings.

I would really like to be able to change armour and attack. Perhaps in future versions of this program we will be able to.

Please no comments about how the stats edit I did to the Advanced Heavy Crossbowmen isn't balanced. That wasn't the point; the point was to show people how to stats edit with this program.

I don't think you can change the attack and armour values with this program...I would love to be proven wrong, but I think it just changes the value that’s displayed and not the actual attack and/or armour.
[此贴子已经被作者于2005-9-10 23:18:17编辑过]

飛揚寒星 发表于 2005-9-10 23:15:44

Seige Weapon Stats editing:

Seige weapons can be quite difficult to stats edit because it seems that the dat file can be overridden by the game engine. So, edited changes can have really odd effects. For example, Sud_commander wanted to mod scorpions into seige towers. He wanted the range 0 and the attack 0. Here's what happened...

Test results:

Test 1

The only change I made was to change the scorpions Projectile unit id to 83

Results of test 1:

The scorpion makes its normal attack sound, then it makes villiager created sound" and displays its attack graphics. However, no bolt flys out of it, and there is no visible projectile. There is also no damage to enemy units.

In my experience, giving a ranged unit the projectile id of 83 causes its attacks to do 0 damage.


However, in a test after that when I tried to give it 0.000 range, it went right up to the enemy, then turned and moved away from the enemy unit. No attack graphics. No villiager created sound, it just moved away as if it was confused.

When I changed the range to 1.000 it still acted weird. So, without changes to the game engine, (or re coding genie edit 2 somehow or finding another way to do it) some stats changes are impossible.

Edit: I have changed the garrison capacity of a ram to 20. And that worked fine. Makes them move really fast also. I've heard that the maxium value (that works) is 127.

"...siege onagers' first attack does not change. If you give them a cannonball projectile unit id, they will shoot both the rocks and the cannonball, but the cannonball will be doing the damage." - Sir Wiedreich


Cheating Concerns

Some people have been worried/concerned that Geniedit2 will lead to people cheating in multiplayer games. Well, let me answer this.

"Wait a minute, does the edited stats carry over to a multiplayer game? this could be the end of the game as we know it! The new most popular strat: Dark Age attack with 9999 hp villagers!" - King Bob VI

Relax. Both people have to have the dat file changed in that way. For example:

Say I make it so british villiagers built in 1 second and cost 5 food.

If I try to use that online it would disconnect me and the game would have errors.

But if we both had the dat file that made villiagers built fast and cost 5 food, then it would work.

Incidentally, there are already idiots on the zone who use programs that hack the game - to win quickly. This program doesn't do that.

If both people wanna play a game where the villiagers built in 1 sec and it costs 5 food, more power to them but they won't be able to use it to cheat.


More Projectile id information:

If you want an archer that is a flamethrower, try changing its projectile id to the projectile id of the fire ship.


Unique Tech Information:

"So I want to ask you something. In program I try to find how to change a work rate of villagers on each CIV but I don't find it. So Mongols hunters work 50% faster I compare Mongols hunters with others and I see no changes? Why?"
- mlade77

Genie Edit will not edit any unique techs. The mongol hunting bonus is a unique tech.

The way the game works is, every unit has basic statistics, but depending on which civilization you pick, then the bonuses are added.

For example, all celtic infantry move faster. That isn't in genie edit, its a unique tech that goes with their civilisation.

However, if you increase the movement speed of a villiager, it will become more efficient.

I hope that unique techs are able to be changed in the next version of genie edit.


Villiager Gathering Rates:
I just discovered something very interesting. I know that we can make a villiager move faster. But I didn't know that would have such a big effect on sheeping.

The following is the test and the results:

Test 1:
3 villiagers eat one sheep. Normally, this takes 3 minutes and 1 second. Their movement speed is 0.800

Test 2:
3 villiagers eat one sheep. I've changed their movement speed to 3.000. It takes them 1 minute and 22 seconds to eat a sheep!

This proves that making a villiager move faster does give an economic boost.

The mineing test:

Test 1:
Villiager mines for 1 minute 90 seconds. Has standard movement rate of 0.800. Takes 42 from the gold pile and is left holding 2 gold.

Test 2:
Villiager mines for 1 minute 90 seconds. Has movement rate of 3.000. Takes 42 from the gold pile and is left holding 2 gold.

As you can see, there is absolutely no change when mineing. However, if the villiager was farther away from the mine (late game for example) it would be more efficient than the standard villiagers as it walks much faster from the gold to the mineing camp.

Also, if this test was longer, you would see more efficiency from the faster villiagers because it takes les time to go to the mine and drop stuff off then start mineing again.

The reason the change was so drastic with the sheep is that sheep rot. But because of the faster moving villiager, not as much rotted (if any) and plus it was completely harvested faster. Meaning: changing a villiagers speed is most significant when hunting, eating sheep, and eating boar.


Moving buildings?

Yes, that's right! I read a thread about it in the aok heaven mod pack forums...

<a href="https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&amp;f=9,34597,,10" target="_blank" >https://aok.heavengames.com/cgi-bin/aokcgi/...t&amp;f=9,34597,,10</A>

Here's how:
-give a building a movement rate
-select it then target an enemy with it
(might have to target it a few times before it works)

This could make for a new aspect of feudal war...movable towers! <!--emo&:)--><!--endemo-->


Makeing All Buildings One Regional Type

"I found a way to make all buildings one regional type.
Say you want every other civ to get one type of castle design.
In Geni2ed, select the castle of that civ that has the wanted design.
Go to "apply to all civ" somewhere on the top
Now every civilization has that same design. But there's no way to revert the process." - pospher


Effects of Arbalest Projectile Id Change

I changed the projectile unit id of an arbalest to the projectile id of a heavy scorpion. When the Arbalest fired, the heavy scorpion bolt graphic was displayed. Also, the heavy scorpion bolt passed through multiple enemys and damaged them all.

My theory is the reason it damaged multiple enemies (instead of just one like a standard arrow type does) is because the game engine associates a certain behavior with certain projectiles. I.e. The heavy scorpion projectile is saposed to pass through multiple enemies, so it doesn't matter that its an archer firing it not heavy scorpion. But that could be wrong.

Note: In my experience, giving a ranged unit the projectile id of 83 causes its attacks to do 0 damage.


Non-damaging Units With GeniEd2:

Author: Comrade DarckRedd
(from aokh forums)

A paradox in AOK for a long time has been "How do I make a unit that deals no damage with an attack?" Even deer do minor amounts of damage.

I have figured out how.

1. Open GeniEd2
2. Go to whatever unit that you don't want to be able to attack.
3. Enter the attack range (NOT DISPLAYED ATTACK RANGE) as -1.

This unit can no longer do damage. I tried it with a villie. Could be useful making a ram into an APC kinda thing, or manipulate technologies to have damaged mangonels become undamaged onagers.

Note: For British archers perhaps range should be -7 That is to negate the civ bonuses and effects of research. - Phoenix_007


Possible tests:

a) try giving a heavy scorpion the projectile id of an arbalest.

<!--emo&B)--><!--endemo-->try giving an arbalest the projectile id of a bombard cannon

c) see if making a famer move faster makes them farm faster


The official thread of the this stats editing program is located at:

<a href="https://aok.heavengames.com/cgi-bin/aokcgi/...3&amp;f=9,,,10&amp;st=0" target="_blank" >https://aok.heavengames.com/cgi-bin/aokcgi/...3&amp;f=9,,,10&amp;st=0</A>

Many thanks to Ykkrosh for making this program!!

Please post any questions you have, in this thread. I will do my best to answer.

To moderator, please make this thread sticky.

Completed Phoenix Clan Stats Edit:
<a href="https://aok.heavengames.com/blacksmith/showfile.php?fileid=6775" target="_blank" >https://aok.heavengames.com/blacksmith/show...php?fileid=6775</A>

Thanks to all those involved. I coded it but a lot of people were responsible for the ideas contained within. A special thanks to Phoenix-TheRealDeal. <!--emo&:)--><!--endemo-->


<I>Edit Note: I edited the topic to 'clean up' the spelling and punctuation and tweak formatting for readability a bit. I've also answered your question regarding build/construction times using more than one villager, under <B>Construction time:</B>, which see. ~Ken</I>

飛揚寒星 发表于 2005-9-10 23:16:23

Geniedit2.1 Guide

Geniedit2.1 is the new version of geniedit. It offers new stats hacking opportunities while maintaining all the original features of Geniedit2. Now you can change the attack, the armour, and some attack bonuses.

I'm not going to go over any of the geniedit2 features as they are covered earlyer in this guide. This guide will cover the new features.

Civilisation: Not sure what this does.

Attack strengths:
The drop down menus control the type of attack(s). Immediately to their right is where you can enter the value of that attack.

1 bonus vs infantry

2 unknown

Base Pierce: The standard archer type attack.

Base Melee: The standard melee type attack.

5 bonus vs elephants

6 seems to be the default 1 attack. Every unit in the game (besides monks and perhaps a few others) have an attack of at least 1. Even deer and other gaia units. Even if a unit has armour it will still take at least 1 point of damage. (even if the attack is only 1).

7 unknown

8 bonus vs Horses, Elephants

9 unknown

10 unknown

11 bonus vs Buildings

12 unknown

13 bonus vs Towers

14 unknown

15 bonus vs Archers, Skirmishers, Hand Cannoners, War Wagons, (perhaps also Mameluke)

16 bonus vs Camel, Ships

17 bonus vs Rams

18 unknown

19 bonus vs Unique Units

20 bonus vs Siege Weapons

21 bonus vs Buildings, (perhaps also Towers)

22 unknown

23 unknown

24 unknown

25 bonus vs Monks

26 unknown

27 bonus vs Spearmen

28 unknown

29 bonus vs Eagle Warriors

30 unknown

31 unknown

Let me give an example of how this works. In genied2.1 ("GeniEd2.1, highly unofficial and unsupported and untested so don't blame me when it doesn't work." - Ykkrosh Sidenote: I've tested it and it works fine. That doesn't mean it won't cause problems for others. But it works fine for me.) there is an attack field. Lets say I want to give champions a bonus of 12 vs all elephants.

Then in the attack drop down menu I would select "5".(Why attack type 5? take a look at the number list.) In the blank field to the right of that value I would type 12. Then save.

Now the champion should have a bonus of 12 vs elephants.

Numbers 3 and 4 aren't attack bonuses. They are standard attack types. 3 is the archer attack type and 4 is the melee attack type.

Each unit has a certain number of attack slots. The average number is 3 or 4 attack slots. For example, lets say that unit a has 3 attack slots. That means it could have 3 types of attack.

Standard infantry

Attack types:
4 standard melee
11 bonus vs buildings
29 bonus vs eagle warriors


After you select an attack type, you need to enter a value for it. So, if a make the value 12 of the attack bonus type 11 then the champion will do Standard attack 13+12 = 25 damage vs buildings. If its attacking anything other than a building or eagle warrior it will do its standard attack of 13.
Of course I didn't add the effects of blacksmith techs (which the game engine will add in addition to my numbers). I also didn't add that the 25 vs buildings is minus whatever melee armour the building has.

A unit doesn't have to have all of its attack slots filled. It could have all of them filled, one of them filled, 2 of them filled etc.

Its also possible to make a unit with only attack bonuses. For example, I could make a unit with no base melee, no base pierce, only an attack bonus vs elephants. That would be a highly specialized unit; but completely ineffective vs anything other than elephants.

Armour Strengths:

Base Pierce: protection from pierce type attacks

Base Melee: protection from melee type attacks

Buildings: standard building type armour

Genied2.1 has a little bug for the armour strengths in AOK:TC. Base Melee 4 means Pierce Armor in AOK:TC, while 5 means Melee.

All the other armour types are unknown. Unknown means I don't know what they do.

The Unit Id and dead unit id can be changed.

Search for unit: Type in the name of the unit you are searching for.

There are two new options under the Tools menu:

Auto copy to all civs: Automatically (after editing any unit) copy the stats of the selected unit into the corresponding unit in every civ.

Unhide all from editor: Remove the "hide from editor" option from every unit in every civ.

There is also some interesting information under the Help menu.

Geniedit2.1
<a href="https://games.build-a.com/swgb/files/GeniEd2_1.exe" target="_blank" >https://games.build-a.com/swgb/files/GeniEd2_1.exe</A>

Many thanks to Ykkrosh!! Rock on!


There is lots of progress in other types of stats editing:

Technology-Editing Notes
<a href="https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&amp;f=9,35712,0,10" target="_blank" >https://aok.heavengames.com/cgi-bin/aokcgi/...&amp;f=9,35712,0,10</A>

Stats Editing Questions
<a href="https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&amp;f=9,35709,0,10" target="_blank" >https://aok.heavengames.com/cgi-bin/aokcgi/...&amp;f=9,35709,0,10</A>

Smallish Guide to Techs
<a href="https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&amp;f=9,35704,0,10" target="_blank" >https://aok.heavengames.com/cgi-bin/aokcgi/...&amp;f=9,35704,0,10</A>

Unit-stat edited without Changing *.DAT(GeniED2)
<a href="https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&amp;f=4,34981,,all" target="_blank" >https://aok.heavengames.com/cgi-bin/aokcgi/...&amp;f=4,34981,,all</A>


Extra Stuff:
Mandalorian's 500 population aoktc mod:
<a href="https://aok.heavengames.com/blacksmith/showfile.php?fileid=7032&amp;ci=7b56682194aae91e63c8399174dbdeb5ooPvKXL0EAMpm9Z0fzxL7T2b96qDm5UoePWWnKAhLEoy8/i3U2VmVU3eMg5+jUgOhYHpyboswpcLJBfajdPSRdKgqCKwaGPYvMn+XhzDoo0bMRlR8+BJSPyfVIyxVZsDqEJQ+Q6BK6c7NwwvKeqYC18=" target="_blank" >https://aok.heavengames.com/blacksmith/show...6c7NwwvKeqYC18=</A>

If the population mod doesn't work for you:
<a href="https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&amp;f=9,35701,0,10" target="_blank" >https://aok.heavengames.com/cgi-bin/aokcgi/...&amp;f=9,35701,0,10</A>

狂~劇情狂 发表于 2005-9-11 12:12:08

qaz123tfg寫的這個啊, 當中有些東西是引自我的發言

sunburner 发表于 2005-9-12 00:11:03

可以确定24为农民对野猪的附加伤害,18为对树木的附加伤害(这个实际效果要比数值显示的大)

sunburner 发表于 2005-9-18 16:05:56

28为对骑弓兵的附加伤害;22为对城墙的附加伤害

5i177 发表于 2007-2-26 22:21:01

看不懂.水平不够~~

哈哈哈哈哈 发表于 2008-6-28 08:10:38

看不懂,水平不佳

小杜 发表于 2008-8-18 10:08:19

要是有中文版就好了
页: [1]
查看完整版本: GE2英文修改教程(作者:qaz123tfg)