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Object & Terrain ID's for WololoKingdom

  • Thread starter DenmarkChrazini
  • Start date Mar 7, 2018
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Chrazini

DenmarkChrazini

Longswordman
Dec 31, 2013
927
5,047
108
30
Denmark
  • Mar 7, 2018
  • #1
I've been making .rms for Age of Empires: HD Edition for quite some time now, and I'm currently trying to merge some of my maps to the WololoKingdoms mod. However, it seems that WololoKingdoms is using completely different ID's for every object, terrain, etc. I could go through each and every single ID to check, but since there are over a thousand ID's, I'd rather now.
Does anyone know where I can find some resources on the new constants? I'm assuming they're in the .dat file of WololoKingdom, but I can't seem to figure out how to open that file either.
Help would be appreciated.
 
nimanoe

Netherlandsnimanoe

Administrator
Staff member
Jan 15, 2014
3,508
5,605
143
28
  • Mar 7, 2018
  • #2
I suggest you join t90s discord, he has a chat specifically for mapscripters, so I'm sure they are able to help you.

https://discord.gg/x6cMvck
 
TriRem

FranceTriRem

Longswordman
Dec 13, 2015
731
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France
  • Mar 7, 2018
  • #3
To everyone wondering, WK had to work around several limitations and change some ID for units and terrains. I've attached all the WK constants, but be aware that due to the game being limited to 41 terrains, many HD terrains can't be used sadly.
 

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  • Constants.txt
    31.2 KB · Views: 356
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Kataphraktoi

UnknownKataphraktoi

Member
Nov 2, 2008
63
16
18
aok.heavengames.com
  • Mar 15, 2018
  • #4
TriRem said:
To everyone wondering, WK had to work around several limitations and change some ID for units and terrains. I've attached all the WK constants, but be aware that due to the game being limited to 41 terrains, many HD terrains can't be used sadly.
Click to expand...

Hi Trirem, thanks for this file. But this doesnt seem to have 878 elite boyar listed? Am I looking at it wrong?
 
TriRem

FranceTriRem

Longswordman
Dec 13, 2015
731
3,654
113
27
France
  • Mar 15, 2018
  • #5
You are absolutely right, Forgotten Empires units aren't listed, good catch. I'll update it in a bit.
 
R

UnknownRedeemer

New Member
Mar 23, 2012
1
0
1
  • Jul 18, 2018
  • #6
Five of the terrain constants are wrong, e.g. of the two terrains listed as number 11, one is 5 and the other is 27. These are the correct ones:
Code:
#const DLC_MANGROVESHALLOW 11
#const CRACKEDIT 38
#const DIRT2 27
#const DLC_JUNGLELEAVES 5
#const DIRT_SNOW 36
MIssing is:
Code:
#const ROAD_SNOW 33

Full list of terrains:
00 Grass 1
01 Water, Shallow
02 Beach
03 Dirt 3
04 Shallows
05 Leaves
06 Dirt 1
07 Farm
08 Dead Farm

09 Grass 3
10 Forest
11 Mangrove Shallows
12 Grass 2
13 Palm Desert
14 Desert
15 Water, Shoreless
16 Baobab Forest
17 Jungle
18 Bamboo
19 Pine Forest
20 Mangrove Forest
21 Snow Pine Forest
22 Water, Deep
23 Water, Medium
24 Road
25 Road, Broken
26 some sort of Ice
27 Building, ex. Dirt 2
28 Water, Shallow (Bridge)
29 Farm 1
30 Farm 2
31 Farm 3

32 Snow
33 Road, Snow
34 Snow Grass
35 some sort of Ice
36 Building (Snow)
37 some sort of Ice
38 Cracked Earth
39 Road, Fungus
40 KotH (Road, Unbuildable)
41 Acacia Forest
Click to expand...
I do not know which ice is which, as they all look and behave the same. I assumed the posted file is correct for the ice, so it is number 35.
The ones highlighted in yellow are not accessible via a predefined name, so you must define them yourself, with the risk of no longer working if they get moved around.
 
X

United StatesxThomas

Active Member
Nov 30, 2013
247
33
33
hawaii
  • Jul 20, 2018
  • #7
Thank you Redeemer. I was going crazy trying to figure out why I couldn't override Road Snow with my own SLP - It kept appearing as Cracked Dirt :smile: (I was using const 38, where 38 was supposed to be Snowy Road)
 
Henkdesupernerd

NetherlandsHenkdesupernerd

Longswordman
Feb 5, 2017
558
1,649
108
29
Netherlands
  • Jul 20, 2018
  • #8
xThomas said:
Thank you Redeemer. I was going crazy trying to figure out why I couldn't override Road Snow with my own SLP - It kept appearing as Cracked Dirt :smile: (I was using const 38, where 38 was supposed to be Snowy Road)
Click to expand...

Since wololokingdoms 5.7.2 some terrains where moved to make place for aditional terrains:

-Two new terrains have been added to the data file: Mangrove Shallows in Terrain slot 11 and Cracked Earth in Terrain Slot 38 (With a damage multiplier for buildings of 1.2). To make place for these terrains, Dirt2 has been removed (use the Building residue terrain 27, which has the same looks), the Snow Road terrain has been moved from 38 to 33, and the Snow Dirt terrain in 33 removed (use the Snow Residue terrain in 36, same looks).
For players and RMS scripters, you shouldn't need to care about the specifics (the internal constants have been updated accordingly). For existing scenarios, the terrains need to be switched to make them work as intended.
Click to expand...
 
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IlPaki

ItalyIlPaki

Member
Aug 6, 2019
2
0
16
  • Aug 6, 2019
  • #9
Hi guys!
It's been a while since your last chat about this Topic, but I Wonder if you could answer a question of mine.
I recently came back to playing AoE and RM scripting, And I experimented The same problem as the original poster. It's sad that The 41-terrains limit forces us to give up some of the new ones, but weirdly enough some ZR maps work anyway!
Terrains are clearly not listed in The .dat file, since I can't open The same maps in The Map Editor, but when I play Random Maps they're there and working fine!
Can someone explain?
Thanks, love
 
Jineapple

GermanyJineapple

Two handed swordman
Oct 20, 2015
574
654
123
aoe2sheet.info
  • Aug 7, 2019
  • #10
IlPaki said:
Hi guys!
It's been a while since your last chat about this Topic, but I Wonder if you could answer a question of mine.
I recently came back to playing AoE and RM scripting, And I experimented The same problem as the original poster. It's sad that The 41-terrains limit forces us to give up some of the new ones, but weirdly enough some ZR maps work anyway!
Terrains are clearly not listed in The .dat file, since I can't open The same maps in The Map Editor, but when I play Random Maps they're there and working fine!
Can someone explain?
Thanks, love
Click to expand...

The trick is in the ZR@ maps. This format allows you to include .slps to override existing terrain graphics. E.g. if a map uses the moorland terrain, but doesn't use regular grass, you can replace the moorland terrain with grass, and then override the grass terrain graphic with .slp for moorland to make it look identical.

The WK installer will attempt to do this for any map in your HD random-map-scripts folder if you check the option to try converting custom HD maps. There are still limitations on it (e.g. you can't simultaenously have more than 3 different water terrains) so not all maps might be fully convertible.
 
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IlPaki

ItalyIlPaki

Member
Aug 6, 2019
2
0
16
  • Aug 7, 2019
  • #11
Jineapple said:
The trick is in the ZR@ maps. This format allows you to include .slps to override existing terrain graphics. E.g. if a map uses the moorland terrain, but doesn't use regular grass, you can replace the moorland terrain with grass, and then override the grass terrain graphic with .slp for moorland to make it look identical.

The WK installer will attempt to do this for any map in your HD random-map-scripts folder if you check the option to try converting custom HD maps. There are still limitations on it (e.g. you can't simultaenously have more than 3 different water terrains) so not all maps might be fully convertible.
Click to expand...

Thanks a lot for the answer, and by the way - terrific job on WololoKingdoms; I've been using your app since the days it even hadn't any GUI, and I must say this was the only way to play AoE without all those annoying lags'n'bugs in the HD version. I thought it and you did it, so hats off!

I see by what you said that ZR@ Maps work on their own account, using an internal override command; isn't there a way to reproduce that string in a regular RMS? I'm a very basic user, and so I make my maps manually with a simple notepad sheet.
And if not... wasn't there a program that lets you open .dat files and replace manually and permanently terrains with other .slp files? I could put in some of the new cool ones and get rid of some of the old existing ones - such as the abandoned farm terrain, which I find completely useless.
Thanks again for your kindness, cheers
 
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