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Age of Wonders 2 Heaven » Forums » AoW1 Mod Packs » How to use DevEd
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Topic Subject:How to use DevEd
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LordDragatus
Member
posted 03-15-02 03:46 AM EDT (US)         
Every some much time a "I need help with DevEd" thread used to pop up. The first time you answered it's no problem, but after a few times it slowly becomes annoying.

So I came up with this thread. It was a place where I tried to explain the basic of DevEd and answered questions.

One day I wrote the DevED Beginner's Guide so the primary purpose of this thread (explaining the basics) is now obsolete. But feel free to post questions about things that are not in the guide or things which are in the guide, but may be a little confusing. Whatever.

Have fun with modmaking.

Edit (February 2011):

Galvais1 wrote: "I am in need of help with "installing" DevEd. I download the file and extract it, but it seems that I never extract it in the right place...?? I'm not sure what to do. My OS is Windows XP. "

Froster answered: "Hello Galvais1. If you still need the help, extract the 3 files in the "dev" folder (ie AoWEd, AoWEPACK, AoWTCPCK) into your main patched AoW folder, replacing the originals. To switch back, extract the 3 files in the "136" folder into the main AoW folder."

To elaborate, the download of DevEd is a .zip file called devedit.zip. You're supposed to unzip it to ".../Age of Wonders/Release". This creates a folder called DevEdit in the Age of Wonders/Release folder. And in the DevEdit folder there are two subfolders. One is called 136 and the other one is called dev.

If you're having toruble understanding this, here's a picture to help you understand:



If you copy the 3 files from the folder called dev to your main Age of Wodners folder that will allow you to use DevEd, but you won't be able to play the game. If you want to play the game you need to copy the 3 files from the folder called 136 and paste them in the main Age of wodners folder. You don't have to do this every time, only after you've been using DevEd.

Lord Dragatus, 30th member of BTOOIC, The One Who Killed the Cow.

[This message has been edited by LordDragatus (edited 02-11-2011 @ 02:40 PM).]

AuthorReplies:
Scorpi0
Member
posted 06-12-03 07:18 AM EDT (US)     51 / 87       
Question about installing DevEdit.

It has instruction on what to do for 98 and 200. But what about Windows XP??

Nojd
Member
posted 06-12-03 12:14 PM EDT (US)     52 / 87       
Like I tried to say in my previous post: Use the instruction for Windows 2000.
Scorpi0
Member
posted 06-12-03 03:55 PM EDT (US)     53 / 87       
sorry about that majour oops by me.
Dhuval
Member
posted 06-18-03 07:30 AM EDT (US)     54 / 87       
Hello. I'm new in the community and I'd like to have some tips about editing my mod.

I think I've understand DevEdit's limit, but in your mod you edited spell and ability stats, so it must be possible in some way. Can you tell me?

It seem impossible to make new abilities and spells, but can I change the name and stat of old ones to make them good for my mod?

Please answer, thanks.

Jadrax
Member
posted 06-19-03 04:53 AM EDT (US)     55 / 87       
AFAIK you need to use a hex editor to do anything beyond what deved offers. Which is by no means an easy thing to get started with.
LordDragatus
Member
posted 06-19-03 09:11 AM EDT (US)     56 / 87       

Quote:

I think I've understand DevEdit's limit, but in your mod you edited spell and ability stats, so it must be possible in some way. Can you tell me?

As far as I'm informed the only one who did that until so far was Warlock. And he didn't use DevEd at all.


Lord Dragatus, 30th member of BTOOIC, The One Who Killed the Cow.
Neutron Ronnie
Member
posted 06-19-03 09:54 AM EDT (US)     57 / 87       
How do one actually learn hex editing?

Just always been curious, and my shallow search of tutorials, information and the like on the subject has never been very successful.

Dhuval
Member
posted 06-20-03 03:19 AM EDT (US)     58 / 87       
The guys, who already use the hex editor, can tell us which files must be edited and in which lines?
Please, make us this gift.

Blood Fang Wolf
Member
posted 06-21-03 07:55 PM EDT (US)     59 / 87       
Hey everybody I just got to using devedit and i'm doing pretty good so far i haven't tried anything ground breaking but i was wondering if anybody knows how to give regular units spellcasting if it can be done. Can somebody help me with this? Also does anybody know of anywhere where i can get some pictures for units and items because i don't feel like making my own
LordofMaps
Member
posted 06-22-03 09:59 AM EDT (US)     60 / 87       
Sorry but giving spell casting to units doesn't work.
And I dont think there are any site to find new AoW gxfs.

Lord oƒ Maps ™
Download the latest Dark Lord Mod.
Blood Fang Wolf
Member
posted 06-22-03 02:30 PM EDT (US)     61 / 87       
Ok thanks a lot anyway i'll check out some of the stuff from the available mod packs that are on this site for now and eventually make my own i guess i already figures out how to add that nymph pack and those things that never got used like the silver dragon so who knows maybe i'll have my own mod sometime
Blood Fang Wolf
Member
posted 06-23-03 12:53 PM EDT (US)     62 / 87       
I'm really sorry to bother everyone with my requests and questions but like i said i'm new to the devedit so please try to understand my plight here. I have a question that i didn't find an answer to when i looked back but if somebody already answered it, just tell me to look harder and i also have a small request. I was editing the races like the things they produce but i couldn't find a way to change the shield at the begining screen and the way their cities look. Does anybody know how? Ok now my request. On my constant search for new unit grfx i came across warlock rules and wanted to see what he had but i just wanted his grfx (i know selfish of me but anything i make i promise to give credit where credit is due) and i couldn't install the rules in the first place and really didn't want to. Can somebody please send me his unit grfx over AIM (preferably) or by e-mail? Both my names are on my profile. If you can't i understand but if you can i really owe you.
Blood Fang Wolf
Member
posted 06-23-03 02:14 PM EDT (US)     63 / 87       
Alright i know three messages in a row is really pushing it and you must be sick of me by now but i came across another question that i can't seem to find the answer to in this forum. Is there a way that you can make your own spells? Heres what i'm trying to do: I added in the silver dragon and called it a neutral dragon and i wanted to be able to create a summoning spell for it like the others. Is there any way this can be done with the devedit?
LordofMaps
Member
posted 06-23-03 04:07 PM EDT (US)     64 / 87       
To make this as short as possible, No.

Lord oƒ Maps ™
Download the latest Dark Lord Mod.
Blood Fang Wolf
Member
posted 06-23-03 10:08 PM EDT (US)     65 / 87       
Hey everybody i found a way to give units spell casting in case you'd like to know and it was more obvious than i figured. To do it you go to abilities under settings in the devedit and then find spellcasting and put a check in the unit box. A lvl 4 spellcaster type is definately going into my map
ChowGuy
HG Cherub
posted 06-23-03 10:27 PM EDT (US)     66 / 87       
Doesn't work though. The engine has no code to utilize the ability for anything other then Hero or Leader classes.
Blood Fang Wolf
Member
posted 06-23-03 11:40 PM EDT (US)     67 / 87       
Nobody knows what files have control over those things do they? I'm always willing to fool around with important stuff in hopes of having things i rightfully shouldn't
ChowGuy
HG Cherub
posted 06-24-03 00:40 AM EDT (US)     68 / 87       
It's in the executable code BFW, it's nothing that you can mod. Yes, you can assign the SpellCasting ability to a unit, and it will show up in the attribute list, but you will will not be able to select or use it.

If you know anything about OOP, then realize that the Hero Class is derived from the Unit class (and the Leader Class subsequently derived from that), and while they inherit from the Unit class they add additional functionality including the ability to carry items and - very important here - the ability to access the SpellCasting function when and if available in the attribute list.

Blood Fang Wolf
Member
posted 06-24-03 11:17 AM EDT (US)     69 / 87       
That's very interesting. I don't know anything about OOP but hey i learned c and c++ just to mess around with a game so maybe i'll give this a shot too
Samuraiwally
Member
posted 09-14-03 04:53 AM EDT (US)     70 / 87       
...is it possible to make mods for aow sm?
if so.. how and with wich program?

EDIT: never midn I looked at the wrong place

[This message has been edited by Samuraiwally (edited 09-14-2003 @ 04:55 AM).]

Loche Achles
Member
posted 11-13-03 04:18 PM EDT (US)     71 / 87       
How do you make guilds so that i can create a subrace? I dont know how to work the buildings part of Dev-edit real well.
Thanks
Dhuval
Member
posted 11-13-03 05:21 PM EDT (US)     72 / 87       
Simply copy&paste the original builder guild in a free space, then change its name, change its gfx, change its production, etc.etc.
The only thing you cannot change is the associated combat map , the only way to make a partial remedy is to open original builder TCMap and modify it in a 'neutral' one.
Loche Achles
Member
posted 11-13-03 06:32 PM EDT (US)     73 / 87       
Alright thanks alot.
THAWonderland
Member
posted 12-20-03 04:29 PM EDT (US)     74 / 87       
Hello everybody!

- Does anybody have a clue how to enable unit production
at Elemental Nodes? It is possible to enter the production
screen of the Node by double-clicking it in the "Realm"
menu of the game, but the units that should be produced
donīt appear there
- The first unit to be produced in a shipyard/BG-clone
structure should be a level-one unit. Otherwise you will
get strange production time for that unit
- Someone asked where Warlock got the Werewolf & Freezer.
Their ILBs are in the original game (e.g. Werewolf is
UNDEADWW.ILB in the Undead Units Folder.
- Seems to be a really hard thing to do any Race changes.
I want to replace Frostlings by Barbarians, and I wonīt
stop till it works.
- Donīt try to copy a Hero/Leader into the "Units" section.
It will crash the editor next time the Unit Floater
appears
- Donīt try to use Combat Tiles on a game map. It will
disable any movement on the map!

Farewell

Dhuval
Member
posted 12-21-03 10:52 AM EDT (US)     75 / 87       
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