https://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,35712,0,10
第1部分:研究 Structure of Research 结构的研究Required Technology 所需技术Cost 成本Civilization 文明Research Location 研究地点Description 描述Help Message 帮助信息Research Time 研究时间Effect Slot ID 效应时隙编号Icon ID 图标编号Button Slot 按钮时隙Technology Name 技术名称
Part 2 Techage (Unfinished) 第2部分Techage (未完成) Upgrading Effect 升级效果Enhancing Effect A - Round Number 加强实际上是一种-整数Enhancing Effect B - Percentage 增强效应乙-百分比Enabling Effect 有利影响Technology Tree Effect A - Researching(In construction) 技术实际上是一种树-研究(在建)Technology Tree Effect B - Disabling(In construction) 科技树影响乙-禁用(在建)Technology Tree Effect C - Cost Changing(In construction) 技术树效应C部分-成本变化(在建)Civilization Bonus 文明奖金
Part 3 Default Setting (Unfinished) 第3部分默认设置 (未完成) Part 4 Reference 第4部分参考
____________________________________________________________ ____________________________________________________________ • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • P ART 1: R ESEARCH P 第1条:遥控ESEARCH • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • ____________________________________________________________ ____________________________________________________________ 1. 1 。 Structure of Research: 结构的研究: The structure of every technology's research part is quite similar, if not the same. 结构的每一个技术的研究是十分相似,如果不是相同的。 I will take Loom as an example: 我将采取织机作为一个例子: RT1-RT2-RT3-RT4-RT5-RT6-COST1-----COST2-----COST3-----RTU- RT1 , RT2 , RT3 , RT4 , RT5 - RT6 - COST1 ----- COST2 ----- ----- RTU的COST3 -
CIV/UNI-RL--DES-HLP-TIM-EFF-----ICO-SLO 持续输注/联通北京-德血症添- EFF的-----高ICO -斯洛伐克 6800 FFFF FFFF FFFF FFFF FFFF 0300320001 FFFF000000 FFFF000000 0100 6800 FFFF FFFF FFFF FFFF FFFF 0300320001 FFFF000000 FFFF000000 0100
FFFF0000 6D00 6E1B 561F 1900 1600 0000 0600 06 0EA20100 5E650200 FFFF FFFF0000 6D00 6E1B 561F 1900年 1600年 0000 0600 06 0EA20100 5E650200 FFFF
FFFF 0500 4C6F6F6D00 FFFF 0500 4C6F6F6D00 6800 : Required Technology 1 = 104 = Dark Age 6800 :需要的技术1 = 104 =黑暗时代FFFF : Required Technology 2 = None FFFF :需要的技术2 =无FFFF : Required Technology 3 = None FFFF :所需技术3 =无FFFF : Required Technology 4 = None FFFF :所需的技术4 =无FFFF : Required Technology 5 = None FFFF :所需的技术5 =无FFFF : Required Technology 6 = None FFFF :所需技术6 =无0300320001 : Cost 1 = Gold 50 0300320001 :成本1 =黄金50FFFF000000 : Cost 2 = None 0 FFFF000000 :成本2 =无0FFFF000000 : Cost 3 = None 0 FFFF000000 :成本3 =无00100 : Required Technologies Used = 1 0100 :必填技术= 1FFFF0000 : Civilization = all, no specfic FFFF0000 :文明=所有,任何特异性6D00 : Research Location = 109 = Town Center 6D00 :研究地点= 109 =镇中心6E1B : Description = Resource 7022 [Loom] 6E1B :描述=资源7022 [织机]561F : Help Message = Resource 8022 [Research Loom (+15% villager hit points; +1/+1P armor)] 561F :帮助信息=资源8022 [研究织机( 15 %的村民打击点; 1 / 1 P装甲) ]1900 : Research time = 25 Seconds 1900年 :研究时间= 25秒1600 : Effect Slot = 22 (23th CHUN4) 1600年 :影响槽= 22 ( 23 CHUN4 )0000: Must be 0000 0000 :必须是00000600 : Icon = 6 (7th Frame) 0600 :图示= 6 ( 7帧)06 : Button Slot = 6 06 :巴顿插槽= 60EA20100 : Technology Pointer 1 (Long) 0EA20100 :技术指针1 (龙)5E650200 : Technology Pointer 2 (Long) 5E650200 :技术指针2 (龙)FFFFFFFF : Must be FFFFFFFF FFFFFFFF :必须FFFFFFFF0500 : Name Length = 5 bytes (Loom.) 0500 :名称长度= 5字节( Loom. )4C6F6F6D00 : Technology Name = Loom. 4C6F6F6D00 :技术名称=织机。
2. 2 。 Required Technology (16-bit): 所需的技术( 16位) : "Required Technology 1" always controls in which age the technology will appear. “所需的技术1 ”始终控制在哪个年龄这项技术将出现。 To do this, you can insert the ID of Dark Age, Feudal Age, Castle Age or Imperial Age here to set when the subject will become available to the player. 要做到这一点,你可以插入的ID黑暗时代,封建时代,城堡时代或帝国时代此处设置的议题时,将成为可用的球员。 6800(104) = Dark Age 6800 ( 104 ) =黑暗时代6500(101) = Feudal Age 6500 ( 101 ) =封建时代6600(102) = Castle Age 6600 ( 102 ) =城堡时代6700(103) = Imperial Age 6700 ( 103 ) =帝国时代
If you want the player research other technology(-ies) before being available to research the subject (like unit upgrade), you can change the remaining five "Required Technology" slot into the ID of those technology(-ies). 如果你想播放器研究其他技术( -处) ,然后提供给研究的主题(如单位的升级) ,你可以改变剩余的5个“所需的技术”插槽的编号这些技术( -处) 。 It is recommended that the required technology share the same button slot and research location with the subject. 建议所需要的技术共享相同的按钮位置插槽和研究的主题。 Furthermore, you should not forget to alter the "Required Technologies Used" to correct number as well. 此外,你不应该忘记改变“所需技术用于”以正确的数量以及。 3. 3 。 Cost (16-bit / 16-bit / 8-bit): 成本( 16位/ 16位/ 8位) : The first 2 bytes control which type of resources the technology will cost. 第一个2字节控制哪种类型的资源,该技术将成本。 0000 = Food 0000 =食品0100 = Wood 0100 =木材0200 = Stone 0200 =石0300 = Gold 0300 =黄金0400 = Ore (Cancelled) 0400 =矿(作废)
The 3rd to 5th bytes mean the quantity of cost resources. 第3至第5字节的数量意味着成本的资源。 It is in 16 bit. 这是在16位。 The last byte is a boolean that determines whether this cost is used or not. 最后一个字节是一个布尔值,决定是否这笔费用的使用或不。 Set to 01 to make the cost take effect. 设置为01 ,使成本才能生效。 4. 4 。 Civilization (16-bit / 16-bit): 文明( 16位/ 16位) : The first 2 bytes control which civilization(s) can gain access to this technology. 第一个2字节控制文明(县)能获得这种技术。 FFFF = All FFFF =全部0100 = British 0100 =英国0200 = French 0200 =法国0300 = Goths 0300 =哥特0400 = Germans 0400 =德国0500 = Japanese 0500 =日本0600 = Chinese 0600 =中文0700 = Byzantine 0700 =拜占庭0800 = Persians 0800 =波斯人0900 = Saracens 0900 =撒拉0A00 = Turks 0A00 =土耳其人0B00 = Vikings 0B00 =海盗0C00 = Mongols 0C00 =蒙古人0D00 = Celts 0D00 =凯尔特人0E00 = Spanish 0E00 =西班牙语0F00 = Aztecs 0F00 =阿兹特克1000 = Mayan 1000 =玛雅1100 = Hun 1100年=洪森1200 = Korean 1200年=韩国
The 3rd byte is a boolean that determine whether civilization specification is used for this technology or not. 第3字节是一个布尔值,确定是否文明规范,所用的技术或没有。 Set to 0100 if the first 2 bytes are not FFFF, or otherwise 0000. 如果设置为0100的第一个2字节不FFFF ,或以其他方式0000 。 5. 5 。 Research Location (16-bit): 研究地点( 16位) : These 2 bits control in which buildings the technology can be researched. 这2位的控制,其中建筑物的技术可以研究。 0C00 = Barrack 0C00 =军营2D00 = Dock 2D00 =码头4400 = Mill 4400 =轧机5200 = Castle 5200 =城堡5400 = Market 5400 =市场5700 = Archery Range 5700 =射箭场6500 = Stable 6500 =稳定6700 = Blacksmith 6700 =铁匠6800 = Monastery 6800 =修道院6D00 = Town Center 6D00 =镇中心6E00 = Trade Workshop 6E00 =贸易研讨会D100 = University D100使用=大学3202 = Lumberjack Camp 3202 =樵夫营4802 = Mining Camp 4802 =采矿营地BE01 = Port BE01 =港
6. 6 。 Description (16-bit): 描述( 16位) : Download Resource Hacker to find/edit/insert texts into language.dll, language_x1.dll or language_x1_p1.dll. 下载资源黑客找到/编辑/插入文本纳入language.dll , language_x1.dll或language_x1_p1.dll 。 Then, check the number of the resources and enter the 16 bit version of the amount here. 然后,检查号码资源,并输入16位版本的数额这里。 7. 7 。 Help Message (16-bit): 帮助信息( 16位) : Download Resource Hacker to find/edit/insert texts into language.dll, language_x1.dll or language_x1_p1.dll. 下载资源黑客找到/编辑/插入文本纳入language.dll , language_x1.dll或language_x1_p1.dll 。 Then, check the number of the resources and enter the 16 bit version of the amount here. 然后,检查号码资源,并输入16位版本的数额这里。 8. 8 。 Research time (16-bit): 研究时间( 16位) : These 2 bytes control how many game seconds it will take to research the technology. 这些2字节控制多少秒游戏将需要研究的技术。 9. 9 。 Effect Slot ID (16-bit): 效应时隙编号( 16位) : These 2 bytes store the ID of the effect slot (Techage/CHUN4) that contains effects of the technology. 这些2字节存储的ID效果插槽( Techage/CHUN4 ) ,其中包含的技术的影响。 10. 10 。 Icon ID (16-bit): 图标编号( 16位) : Go to AOK Mod pack Studio and look for Resource #50729 under Table 2 of interfac.drs (By Location). 转到自治区现代包装Studio和寻找资源# 50729根据表2 interfac.drs (到的位置) 。 Choose the frame with your favourite icon, then reduce the frame number by 1 and input the hex-based result here. 选择你最喜爱的框架图标,然后减少帧号码1和输入十六进制的结果这里。 0000 = Crop Rotation 0000 =轮作0100 = Heavy Plow 0100 =重型犁0200 = Horse Collar 0200 =马项圈0300 = Banking 0300 =银行0400 = Cartography 0400 =制图0500 = Sappers 0500 =工兵0600 = Loom 0600 =织机0700 = Coinage 0700 =硬币0800 = Way Galley 0800 =途径画廊0900 = Cannon Galleon 0900 =景隆帆船0A00 = Husbandry 0A00 =畜牧0B00 = Faith 0B00 =信仰0C00 = Chemistry 0C00 =化学0D00 = Masonry 0D00 =砌体0E00 = Architecture 0E00 =建筑0F00 = Gold Mining 0F00 =黄金矿业1000 = Keep 1000 =保留1100 = Forging 1100年=锻造1200 = Iron Casting 1200年=铸铁件1300 = Spies/Trason 1300年=间谍/ Trason1400 = 1400年=1500 = Blast Furnace 1500年=高炉1600 = Chain Mail Armor 1600年=链甲护甲1700 = Chain Barding Armor 1700年=链Barding护甲1800 = Hand Cannoneer 1800年=手Cannoneer1900 = Ballistics 1900年=弹道1A00 = Bombard Cannon 1A00 =轰击景隆1B00 = Capped Ram 1B00 =封顶拉姆1C00 = Elite Skirmisher 1C00 =精英前卫1D00 = Crossbowman 1D00 =弩手1E00 = Feudal Age 1E00 =封建时代1F00 = Castle Age 1F00 =城堡时代2000 = Imperial Age 2000年=帝国时代2100 = Axe(?) 2100年=斧( ? )2200 = Fletching 2200年= Fletching2300 = Bodkin Arrow 2300年=锥子箭2400 = Pikeman 2400年= Pikeman2500 = Bracer 2500年= Bracer2600 = Heavy Scorpion 2600年=重型蝎2700 = Heavy Demolition Ship 2700年=拆除船舶重工2800 = Fast Fire Ship 2800年=快速消防船2900 = Beta Longboat(?) 2900年=贝塔朗伯特( ? )2A00 = Hand Cart 2A00 =手推车2B00 = Light Cavalry 2B00 =轻骑兵2C00 = Champion 2C00 =冠军2D00 = Paladin 2D00 =帕拉丁2E00 = Fortified Wall 2E00 =墉2F00 = Bombard Tower 2F00 =轰击塔3000 = Long Swordsman 3000 =龙剑士3100 = Padded Archer Armor 3100 =加垫阿彻护甲3200 = Leather Archer Armor 3200 =皮革阿彻护甲3300 = Ring Archer Armor 3300 =环阿彻护甲3400 = Heavy Cavalry Archer 3400 =重型骑兵射手3500 = Two-Handed Swordsman 3500 =双手剑士3600 = Arbalest 3600 = Arbalest3700 = Heavy Camel 3700 =重骆驼3800 = Trebuchet 3800 =投石机3900 = Onager 3900 = Onager3A00 = Guilds 3A00 =行3B00 = Galleon 3B00 =帆船3C00 = Treadmill Crane 3C00 =跑步机3D00 = Murder Holes 3D00 =谋杀孔3E00 = Gold Shafting Mining 3E00 =黄金轴系挖掘3F00 = Scale Mail Armor 3F00 =量表邮件护甲4000 = Plate Mail Armor 4000 =铁甲盔甲4100 = Plate Barding Armor 4100 =板Barding护甲4200 = Scale Barding Armor 4200 =规模Barding护甲4300 = Tracking 4300 =跟踪4400 = Scorpion 4400 =蝎4500 = Town Watch 4500 =镇观赏4600 = Double-Bit Axe 4600 =双位斧4700 = Bow Saw 4700 =弓锯4800 = 4800 =4900 = Fervor 4900 =热情4A00 = 4A00 =4B00 = 4B00 =4C00 = Guard Tower 4C00 =卫队大楼4D00 = Compassing(?) 4D00 = Compassing ( ? )4E00 = Cavalier 4E00 =卡夫利尔4F00 = Wheelbarrow 4F00 =手推车5000 = Squires 5000 =斯夸尔斯5100 = Two-Man Saw 5100 =两个人的锯5200 = Block Printing 5200 =雕版印刷5300 = Sanctity 5300 =神圣5400 = Illumination 5400 =照明5500 = Man-at-Arms 5500 =满时,武器5600 = Capped Ram 5600 =封顶拉姆5700 = Stone Mining 5700 =石材开采5800 = Stone Shaft Mining 5800 =石轴挖掘5900 = Town Partol 5900 =镇Partol5A00 = 5A00 =5B00 = Conscription 5B00 =征兵5C00 = Redemption 5C00 =赎回5D00 = Atonement 5D00 =赎罪5E00 = 5E00 =5F00 = Strange Ship(?) 5F00 =奇怪船舶( ? )6000 = Siege Onager 6000 =围攻Onager6100 = Shipwright 6100 = Shipwright6200 = Careening 6200 =身体6300 = Dry Dock 6300 =干船坞6400 = Elite Cannon Galleon 6400 =精英景隆帆船6500 = Siege Engineers 6500 =围攻工程师6600 = Broken Wall(?) 6600 =残破的长城( ? )6700 = Hoardings 6700 = Hoardings6800 = Heated Shot 6800 =热铅球6900 = Elite Unique Units 6900 =精英独特的单位6A00 = Halberdier 6A00 = Halberdier6B00 = Unique Technology(-ies) 6B00 =独特的技术( -处)6C00 = Heresy 6C00 =异端6D00 = Theocracy 6D00 =神6E00 = Bloodlines 6E00 =血6F00 = Parthian Tactics 6F00 =帕提亚策略7000 = Thumbring 7000 = Thumbring7100 = Caravan 7100 =大篷车7200 = Herbal Medicine 7200 =中药7300 = Elite Eagle Warriors 7300 =精英鹰勇士7400 = Sign 7400 =注册7500 = Cancel 7500 =取消
11. 11 。 Button Slot (8 bit): 按钮槽( 8位) : This 1 byte controls where the research button icon of the technology will appear on the building option. 这1字节控制在研究按钮图标的技术将出现在建设选项。 Page 1 第1页 01 | 02 | 03 | 04 | 05 01 | 02 | 03 | 04 | 05
----|----|----|----|----
06 | 07 | 08 | 09 | 0A 06 | 07 | 08 | 09 |答
----|----|----|----|----
0B | 0C | 0D | 0E | 0F 0 B大小| 0C |状况0D | 0E |取消 Page 2 (Making page-changing function available to a building requires unit-editing) 第2页(制作网页变化的功能提供给建设需要单位编辑) ?? ? ? | ?? | ? ? | ?? | ? ? | ?? | ? ? | ?? | ? ?
----|----|----|----|----
1A | 1B | 1C | 1D | ?? 1A条| 1B款| 1C号|维| ? ?
----|----|----|----|----
?? ? ? | ?? | ? ? | ?? | ? ? | ?? | ? ? | ?? | ? ? 12. 12 。 Technology Name (Text String): 技术名称(文本字符串) : This needs not to be explained, and it is not used by the game either. 这需要不能解释,而不是用来游戏的。 It is only used for searching where the technology we want to edit is. 它只是用于搜索的技术,我们要修改的。 ____________________________________________________________ ____________________________________________________________ • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • P ART 2: T ECHAGE P 艺术2 :电话ECHAGE • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • ____________________________________________________________ ____________________________________________________________ Now, let us move on to the 23th CHUN4 (It is because the effect ID slot of Loom is 22): 现在,让我们进入第23 CHUN4 (这是因为影响编号插槽的织机是22 ) : 4348554E34 0000000000000000000000000000000000000000000000000 4348554E34 0000000000000000000000000000000000000000000000000
000 0300 04 FFFF 04 00 0000 00007041 04 FFFF 04 00 0800 00208044 04 FFFF 04 000 0300 04 FFFF 04 00 0000 0000 7041 04 FFFF 04 00 0800 0020 8044 04 FFFF 04
00 0800 00404044 00 0800 0040 4044 It would be much better if you arrange them like the following: 这将是更好的安排,如果你喜欢如下: 4348554E34 4348554E34
0000000000000000000000000000000000000000000000000000
0300 0300
04 FFFF 04 00 0000 00007041 (increase villagers' hitpoint by 15) 04 FFFF 04 00 0000 0000 7041 (增加村民hitpoint 15 )
04 FFFF 04 00 0800 00208044 (increase villagers' melee armour by 1) 04 FFFF 04 00 0800 0020 8044 (增加村民混战装甲1 )
04 FFFF 04 00 0800 00404044 (increase villagers' pierce armour by 1) 04 FFFF 04 00 0800 0040 4044 (增加村民皮尔斯装甲1 ) 4348554E34 : CHUN4 4348554E34 : CHUN403 : Number of Effect(s) = 3 03 :数效应(县) = 304 : Effect Type = Adding Upgrades 04 :影响类型=添加升级04 : Units Affected = Villagers 04 : =村民受影响0000/0800 : Effect Target = Hit Points/Armour 0800分之0000 :作用对象=命中点/阿默00007041/00208044/00404044 : Effect = 15 units/ Melee 1 unit / Pierce 1 unit 00007041/00208044/00404044 :效果= 15单位/格斗1股/皮尔斯1股
Instead of using Loom as an example, I will describe how to set different kinds of effect in the following. 而不是使用织机作为一个例子,我将描述如何设置不同类型的效果如下。 1. 1 。 Upgrading Effect (8-bit / 16-bit / 16-bit / 32-bit float) 升级效果( 8位/ 16位/ 16位/ 32位浮点) Example: 03 0700 0600 FFFF 00000000 (Upgrading Skirmishers to Elite Skirmishers) 例如: 03 0700 0600 FFFF 00000000 (升级Skirmishers以优秀Skirmishers ) 03 : Effect Type must be set to 03 to make this effect a units upgrading effect. 03 :影响类型必须设置为03 ,使这个实际上是一种单位升级的效果。0700 : Unit ID of the type of unit/building you want to upgrade to others. 0700 :单位编号类型的单位/建筑你想升级到他人。 In this case, it is set to 7, which means Skirmisher(s). 在这种情况下,设置为7 ,这意味着前卫(县) 。0600 : Unit ID of the type of unit/building you want the upgrading units change to. 0600 :单位编号类型的单位/建设要提高单位改变。 In this case, it is set to 6, which means Elite Skirmisher(s). 在这种情况下,它被设置为6 ,这意味着精英前卫(县) 。FFFF : Not Used = FFFF FFFF :不适用于= FFFF00000000 : Empty = 00000000 00000000 :空= 00000000
2. 2 。 Enhancing Effect A - Round Number (8-bit / 16-bit / 16-bit / 32-bit float) 加强实际上是一种-回合号码( 8位/ 16位/ 16位/ 32位浮点) Example: 04 FFFF 0400 0800 00208044 (increase villagers' melee armour by 1) 例如: 04 FFFF 0400 0800 00208044 (增加村民混战装甲1 ) 04 : Effect Type must be set to 04 to make this effect a units enhancing effect. 04 :影响类型必须设置为04 ,使这个单位实际上是一种促进作用。FFFF : Unit ID. FFFF :单位编号。 Not used in this case. 不被用来在这种情况下。0400 : These 2 bytes contain the Unit Class affected by the technology. 0400 :这2字节包含类股受影响的技术。 The numbers of unit classes are listed at here . 这些数字的单位班列在这里 。0800 : The type of attribute of the unit class that will be changed by the technology. 0800 :该类型的属性的类股将改为由技术。 The numbers of unit attributes are: 这些数字的单位属性:
00208044 : Calculate the answer of: [Increasing Value] + (256 x Effect Category ID) 00208044 :计算的答案: [增加值] + ( 256 x作用类别ID ) Then, convert the answer into a 32-bit float and input the numbers here. 然后,转换成一个答案32位浮点和输入的号码在这里。 您可能需要检查的清单效应分类编号 。 In this case, the answer is: 1 + (256 x 4) = 1025, while the 32-bit float of 1025 is 00208044. 在这种情况下,答案是: 1 + ( 256 × 4 ) = 1025 ,而32位浮点1025是00208044 。
3. 3 。 Enhancing Effect B - Percentage (8-bit / 16-bit / 16-bit / 32-bit float) 增强效应乙-百分比( 8位/ 16位/ 16位/ 32位浮点) Example: 05 0400 FFFF 6400 8195633F (set the cost of archer to 88.9%) 例如: 05 0400 FFFF 6400 8195633F (套箭手的费用88.9 % ) 05 : Effect Type must be set to 05 to make this effect a units enhancing effect. 05 :影响类型必须设置为05 ,使这个单位实际上是一种促进作用。0400 : Unit ID of the type of unit affected. 0400 :单位编号类型的单位受到影响。 In this case, 04 means archer. 在这种情况下, 04指射箭。FFFF : Unit Class ID. FFFF :股类ID 。 The numbers of unit classes are listed at here . 这些数字的单位班列在这里 。 Not Used in this case. 不被用来在这种情况下。6400 : The type of attribute of the unit class that will be changed by the technology. 6400 :该类型的属性的类股将改为由技术。 The numbers of unit attributes are: 这些数字的单位属性:
8195633F : Convert the percentage (in decimal figure) into a 32-bit float and input the numbers here. 8195633F :转换的百分比(十进制数字)为32位浮点和输入的号码在这里。 In this case, the 32-bit float of 0.889 is 8195633F. 在这种情况下, 32位浮点的0.889是8195633F 。
4. 4 。 Enabling Effect (8-bit / 16-bit / 16-bit / 32-bit float) 有利的影响( 8位/ 16位/ 16位/ 32位浮点) Example: 02 1701 0100 FFFF 00000000 (Enabling Scorpions to be created by the player) 例如: 1701年 2月 0100 FFFF 00000000 (启用蝎子要创建的播放器) 02 : Effect Type must be set to 02 to make this effect a units enabling effect. 02 :影响类型必须设置为02 ,使这个实际上是一种单位有利的效果。1701 : Unit ID of the type of unit/building you want the upgrading units change to. 1701年 :单位编号类型的单位/建设要提高单位改变。 In this case, it is set to 279, which means Scorpion(s). 在这种情况下,它被设置为279 ,这意味着蝎(县) 。0100 : These 2 bytes must be set to 0100. 0100 :这2字节必须设置为0100 。FFFF : Not Used, set to FFFF. FFFF :不使用设置为FFFF 。00000000 : Empty = 00000000 00000000 :空= 00000000
Where and Whether the unit/building creating button will appear are preset by the game, changing them requires unit-editing. 凡是否单位/建设创造按钮将出现在预设的游戏,不断变化的,需要单位编辑。 5. 5 。 Technology Tree Effect A - Researching (In construction) 技术实际上是一种树-研究 (在建) 6. 6 。 Technology Tree Effect B - Disabling (In construction) 科技树影响乙-禁用 (在建) 7. 7 。 Technology Tree Effect C - Cost Changing (In construction) 技术树效应C部分-成本变化 (在建) 8. 8 。 Civilization Bonus (In construction) 文明奖金 (在建) ____________________________________________________________ __________________________________________________________ |