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Old 25th Aug 07, 5:55 AM Forum Rules   # 1
Octopus Rex
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AE Basics: Researches

Rating: Newbie

So, a nice easy one: let's make some researches.

You will need: the Attribue Editor.

An idea I had to go in a mod once that didn't make it in was for Necrons. At the time people were whining about how IMBA n00bcrons were and that they whole "get 'em early before they power up thing" didn't work out at all. So I thought about this: start the squads off small and have researches to boost the squad size as the tech up. That way the troops could still be Elite but without the squads being overpowered. Well, that's the idea anyway, this mod is just about how you would go about modding that.

First decide exactly what you want your researches to do. I've decided on these squads maximums (note, the start/spawn size cannot be changed) to spread over 2 researches:

Necron Warriors 4 --> 6--> 8
Flayed Ones 4 --> 6 --> 8
Immortals 4 --> 4 --> 5
Pariahs 6 --> 6 --> 8

The ones which have two numbers the same in a row mean that the first research will have no effect.

Creating New Files

So we need to make some new files for these researches. Open up the AE for the mod (set it up right first - see this thread) and find the "necron_research" file that all the necron researches are based on.
-right click on it
-add new necron research subtype
-pick a name like necron_squad_size_research
-OK
-right click on the new file
-Edit MetaData
-change nothing
-OK
-Save(not Save Binary, just Save)
-OK
then finally:
Quote:
Originally Posted by Foxracer007
click another item and then click back



Fig.1 - adding a new subtype

Now we can edit it (although you may need to click on another file then click back for this to kick in)

Cost and Modifiers

Okay, bash some numbers into the "time_cost" section. Remember this is Crons, so power only, no requisition. Don't forget a build time either. This section is pretty self-explanatory.


Fig.2 - cost information

Now head for the modifiers. You can pick any of the slots, but we may as well start with 01. The first bit dictates which attribute we are changing. It's a big list so choose wisely! We want "max_troopers_squad_modifier.lua". Gradually you'll learn what all those modifiers do. Next is application type. The options are:
- entity : affects any entities, usually used within an area of effect or targetted directly
- entity type : affects all instances of a named entity type (fill in the box) regardless of anything like range or area effect
- player : effects you the player i.e. pop caps and resource income rate
- squad : affects any squads
- squad type : affects only a type of squad but affects all instances of that squad on the map, similar to entity type, agian you must type in the squad name here
- weapon type : affects all instances of that weapon on that map, regardless of area effect etc.

Not all of these are applicable to researches and by default these things will only apply to YOUR troops. For example researches never use entity or squad applications (they use the TYPE ones). In this case we want squad type, and the AE has in fact automatically done that for us. Next we need to say which squad type and fill in that blank box "target_type_name" that's a few lines down. We want Necron Warriors but their proper name is "necron_basic_warrior_squad". Go check the Squad files to find that stuff out. Next is the usage type: we want "addition" for this (again it's there already) but the other options are multiplication, enable (1 for on, -1 for off) or percentage. Not all of these work with every modifier. And the value that we want to increase squad size by is 2 (4 -> 6), so stick that in the value box.


Fig.3 - modifiers

Exculsive/non-exclusive: see that little tick box? All non-exclusive modifiers to the same attribute (in this case squad size) will stack. As soon as an exclusive one turns up it will override them all and only the exclusive one will apply. With more than one exclusive it's the most recent one that applies, not the biggest.

Do the same for Flayed Ones in modifier 02.

Requirements

Now the requirements. When do we want this available? I'd say T2. It doesn't matter, it's only for practice. Go to the requirements and on "required_1" select "global_required_addon" as the T2 thing is an addon. (you might have to scroll up to get to this one) Local_requried_addon refers to whether the addon was built on that specific building, it's how Eldar and Guard Stones work. The requirement box will change when you select this, put the appropriate addon in the selection box ("addon_necron_hq_1"). Now we need to set display_requirements. If there are no display requirements then the research will appear only when it is buildable, i.e. it will never appear greyed out. In the next requirment down (yeah, I know it's 10, but it doesn't matter) set the display requirement as requiring the structure (instead of an addon) and choose the necron monolith from the drop box. Tick the "is_display_requirement" box. That way the icon will appear when the Monolith is around, but it will be grey, it will only be full colour and buildable when the addon you set is built. Display requirements are not actual requirments - if you set this as the Energy Core the research will not actually require the Energy Core. You can have multiple display_requirements but it as soon as any one of those is met it will display, it will not wait for all of them to be met.


Fig.4 - simple requirements

Stick in an icon name in the "ui_info - icon_name" field. The icon I have supplied is called "necron_icons/necron_squad_size_1_icon".



So that's the first one done for now. Save it (not binary).

Create another subtype but this time from the research you just made (not the parent Necron_research), name it squad_size_2 or something. Due to inheritance the info from the first one will be there already so most of the work is done for you. So tweak the time_cost and modifiers for the second one, following the decisions we made that beginning : NWs +2, FOs +2, Imm +1, Par +2 for this one. Change the requirement too, make it the second hq addon and also we want the first research to be a requirement too, so make the second requirement a research and choose the research we just made (squad_size_1 or whatever). Now, we want it to only appear after the first one is complete, so we need to make the first one a display_requirement too: it will only display when the first research is complete. But as I said earlier a display_requirement is not a REAL requirement, so we need to do the research requirement twice: once as normal, and once for display purposes. Tweak the icon reference too so they don't use the same icon ("necron_squad_size_2_icon").


Fig.5 - Tiered upgrade style requirements

Now, we need to stick these on a building.

Seeing as the HQ is full, how about the Summoning Core? Go to the EBPS for the Core and you should find a table called "research_ext" - put both our new researches into the drop boxes, don't get rid of the exisitng ones. Now that building has researches on Icon slots (or UI slots) 1 and 2, so we want these to go on slot 3 (as one requires the other we can put them on the same slot so they have that Lvl1-Lvl2 feeling). Go back to the researches and find the line that says "ui_hint" and put in "3". This is the bit which controls where the icons go, 1 is top left, 4 is top right, 12 is bottom right..you get the picture.


Fig.6 - the research_ext

If the building you want doesn't have research_ext you can add it:
-right-click some empty space on the right side of the screen
-add reference
-add extension (not RESEARCH!)
-pick research_ext from the drop box
-click auto-name
-OK
You can now add researches as normal.

Last thing we need to do: adjust the start sizes of the squads. Find the right SBPS for each squad and find the squad_loadout_ext. In there is a value for unit_max: change these to the agreed ones at the start of the tutorial.

Save the whole lot to binary.

Okay, so now all you need to do is edit the UCS/tooltips and create a couple of icons with the same names as you typed here (I've made some for you here ) and put them in the right place. Once you've done that you're good to go!


Fig.7 - incomplete Stage 2 squad size research


Fig.8 - Necron squad with squad max of 6. First research is done, second is not.

If you spot any errors then please post them.

Thanks.
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Last edited by Octopus Rex : 9th Feb 09 at 5:48 AM. Reason: Added Icon Pictures
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Old 25th Aug 07, 6:10 AM   # 2
divineauthority
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Yet another friendly and easy to follow tutorial from Rex.

You must just read my mind when I'm trying to figure out how to do something....
 
Old 25th Aug 07, 6:54 AM   # 3
Aden
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Thanks Rex,

your tutorials are becoming my moding bible
 
Old 25th Aug 07, 2:37 PM   # 4
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Good work, Octo


Maybe I should bookmark your threads, my mind is getting old and dull
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Old 25th Aug 07, 5:05 PM   # 5
bturner
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good job rex,

newb friendly, have a nice one, eh?
 
Old 14th Oct 07, 1:23 AM   # 6
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I noticed you were talking about researches and remembered a recent problem i encountered. I've changed all races max squad caps but now i need to change/ add new research to get to the max caps. How do i create new research for each race?
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Old 14th Oct 07, 8:43 AM   # 7
divineauthority
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It tells you in the tutorial in the first post.

Look at "Creating New Files". That might help. In fact reading the whole tutorial would help.
 
Old 13th Jan 08, 10:05 PM   # 8
Foxracer007
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I'm trying to make the command squad for the tau commander by following the other guide, but I can't even get past the first step on this one, I can't add a subtype, I get a circle with an x in the middle. And then I have another problem with putting the war gear in the barracks, and when I did get it put in, it ended up being invisible and I know theres icons for it, but its not being enabled on the barracks build menu, It shows the information and all, but also on the commander its not showing up on the hardpoints?
 
Old 13th Jan 08, 10:32 PM Forum Rules   # 9
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When you get the circle with a x in the middle, do the following:
- Right-click on the new unit and select "Edit meta-data" or something similar.
- A box will pop up. Don't change anything, just click ok.
- Save the file. Now select another unit and then back to the new unit. You'll be able to edit it.

As for the wargear, make sure it's not underneath one of the existing units. You'll need to fiddle with the ui_info if it is.
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Old 14th Jan 08, 12:54 AM Forum Rules   # 10
Octopus Rex
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FoxRacer - yeah all the files will do that when you add a subtype, you can't edit them at first as they don't have an actual LUA text file created until you save them. I did put instructions for this in the tutorial though, guess you must've missed them:
Quote:
-right click on it
-add new necron research subtype
-pick a name like necron_squad_size_research
-OK
-right click on the new file
-Edit MetaData
-change nothing
-OK
-Save(not Save Binary, just Save)
-OK
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Old 14th Jan 08, 11:32 PM   # 11
Foxracer007
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Well, I finally got around that problem of the x in the circle, I was just to impatient and didn't click another item and then click back, i followed all the steps though. But since I can't totally figure out the whole wargear deal, i came up with an alternative, making a honour guard type of squad for the tau commander (gr.. can't attach it though) so I can bypass having to put upgrades in other buildings, one problem though, I take a look at the UI name for the custom tau fire warrior squad and it has a number like $102381 and when I input that for my custom squad, all that comes up within the game is that number, though I think that I can put in another name and that will show up, but is it supposed to be that way and will it have any problems?
 
Old 16th Jan 08, 6:40 AM Forum Rules   # 12
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Ah, you didn't click away and click back - well observed, I'll add that to the tutorial. The UCS/tooltips stuff is weird, you can't properly edit it in the Attribute Editor, probably the most annoying thing about it. Check the UCS/tooltips tutorial that's kicking around (.ucs is the file type with all the text in it). Basically you have edit them by hand in the luas with a text editor. And yes, before you say it, it is EXTREMELY shoddy and pointless.
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Old 23rd Mar 08, 10:31 AM   # 13
Gold Blade
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I have encountered a few strange problems. I followed what you did, but A)I can research the second before the first, B) 1 and 2 take up two different spots, although I put both of the ui_index_hint to 3, and C) I dont need to upgrade the monolith to get the upgrades.

Also, how do I add the titles to the researches and give the descriptions, and where do I place the icons? I keep getting the Pink Square of Death.
 
Old 24th Mar 08, 4:31 AM Forum Rules   # 14
Octopus Rex
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Okay, well, it certainly sounds like you haven't quite followed the tutorial right because no-one else has had the same things happens. Anyway. both the icons should not be appearing at the same time. If they both appear at the same time then you've done something wrong, also one will shunt the other out of the way so you can see them both. This is known as sliding icons.

Are you sure you did NOT tick display requirements for that requirement (you need to make sure that's not ticked for that requirement). If this is indeed what you've done, then that would explain all your problems. Double check the "display_requirements" tick boxes for all your requirements. Some need to be ticked, others do not.

How to make text: look for the link to UCS/tooltips.

Where the icons go: they come in the correct folder tree, but the full address is Soulstorm (or Dark Crusade)/YOUR MOD/Data/Art/ui/ingame/necron_icons and Soulstorm (or Dark Crusade)/YOUR MOD/Data/Art/ui/ingame_disabled/necron_icons. There's instructions in the download (note the icons in the download are higher quality and a different file type).

Remember you need both types, grey and full colour.
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Old 24th Mar 08, 2:38 PM   # 15
Gold Blade
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So, how do i download the icons? And what format should they be in.
My ignorance and laziness.
Anyway, i put the .ucs fie under newmod/locale/english, but the research tooltip says it wants it under research/necron_squad_size_research, and if i put in 15000000 in the area, it says next to that No Range. How do I change the directory for the refrenced .ucs?

Last edited by Gold Blade : 24th Mar 08 at 2:57 PM. Reason: stupidity
 
Old 25th Mar 08, 2:13 AM Forum Rules   # 16
Octopus Rex
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Did you follow the UCS tutorial?(the one that is linked in to in this tutorial) It's all in there.
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Old 11th Jun 08, 2:38 PM   # 17
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hello, i was wondering if u knew how to do this in corsix's mod studio...AE doesn't work for me very well

specifically the part about creating the new tech itself..

Last edited by PanzerVII : 11th Jun 08 at 5:11 PM. Reason: specify
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Old 12th Jun 08, 3:19 PM   # 18
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ok

first open mod and on toolbar
Data-Attrib-Research

then scroll down until you find the necrons research

right-click, make a copy of this file, rename to whatever but i will follow octopus rex's original guide, so name it necron_squad_size_research

cost is:
time cost-cost-power...no requisition
change to whatever

for modifiers, go to modifiers-modifier_01

for what it applies to, application type-reference-hit ... and change to tp_mod_apply_to_squad

leave exclusive, modifier_class_type, probability_of_applying, and shield_of_faith alone

for target_type_name is where you put name of unit, this one is necron_basic_warrior_squad

for usage_type, hit the ... button at far right of tht box and change to addition

and change value to 2

do tht for flayed_ones also under modifier_02

for the requirements,
the global_addon_name is requirement_10
and the structure_name is requirement_01

for requirement_ 10, make sure global_addon_name is addons\addon_necron_hq_1.lua

for requirement_01, make sure reference is requirements\required_structure.lua
and structure_name is ebps\races\necrons\structures\monolith.lua

i will finish this when i get back l8r...srry for incomplete

Last edited by PanzerVII : 13th Jun 08 at 2:21 PM. Reason: steps
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Old 28th Jul 09, 5:25 PM   # 19
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Hi ! i have problems with research.
I made a new unit, (a sniper from SM scout) and i want marine_health_upgrade_research have effect on him, but not working.
I opened the research file (i use corsix modstudio 0.5.5) and i filled an empty modifier slot (modifier_16) like scout squad(except target_type_name), even the value is the same.

any Ideas ?
EDIT: I manage to fix it. I dont know why modstudio set application_type and usage_type to default.
thanks in advance !
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Last edited by Somi : 28th Jul 09 at 11:53 PM.
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Old 16th Nov 09, 1:18 PM Forum Rules   # 20
Octopus Rex
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-- can't seem to delete this post. It was referring to another post that has since been deleted. --

Last edited by Octopus Rex : 9th Dec 09 at 9:55 AM.
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