unit stats modding

Ideas, technology and contributions to Z modifications

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CHYROS
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unit stats modding

Post by CHYROS » 2007-05-14, 17:20

Lately I'm getting more and more impressed about how useless it would be to manufacture a Mo. Missile. I takes longer to make than a Heavy, but constantly seems to miss in Z95 because its rockets travel at such a low speed (Z, I think, had this problem less).

So, I want to change the speed at which the rockets travel in Z95, but I haven't the foggiest where to start; I know nothing about Z encoding. Anyone knows how to do it, please tell.
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Post by AxXxB » 2007-05-14, 17:37

I think it is necessary to copy information about Mo. Missile from ROBOTS.DAT (Z Dos) to ROBOTS.EXP (Z95). I will try to make it and write about results. But if you will play on multiplayer with changed ROBOTS.EXP your opponents must have the same version, otherwise Sync error will be.
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Post by CHYROS » 2007-05-14, 23:07

AxXxB wrote:I think it is necessary to copy information about Mo. Missile from ROBOTS.DAT (Z Dos) to ROBOTS.EXP (Z95). I will try to make it and write about results.
Please do. I have just now tried editing both ROBOTS files with notepad, but neither is in a readable format.
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Post by AxXxB » 2007-05-15, 13:08

Click here. It is ROBOTS.EXP with changed info about Mo. Missile. Test it.
CHYROS wrote:I have just now tried editing both ROBOTS files with notepad, but neither is in a readable format.
Not text (binary) files (for example .dat or .exe) be read by hex-editors. I use Hexplorer, it is free.
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Post by CHYROS » 2007-05-15, 18:13

Hey thanks man! That seems much more reasonable. I'm gonna look into that editor you mentioned.

EDIT: errr okay, could you tell how you modded the rocket speed? In the editor everything seems like a bunch of green-coloured tiny symbols...
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Post by AxXxB » 2007-05-16, 19:28

CHYROS wrote:errr okay, could you tell how you modded the rocket speed? In the editor everything seems like a bunch of green-coloured tiny symbols...
Yes, it seems :D. I just copy symbols around text "Mo. Missile" from ROBOTS.DAT to ROBOTS.EXP. See here screenshot
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Post by Lazy123 » 2007-05-16, 22:41

Hmm I dont have Robots.DAT but from that screenshot, there seems to be no difference between them hex-wise.

Does it actually work? If so, what do I replace the MML hex with?
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Post by CHYROS » 2007-05-17, 00:13

Lazy123 wrote:Hmm I dont have Robots.DAT but from that screenshot, there seems to be no difference between them hex-wise.

Does it actually work?
Well it may be just a coincidence, but I went on a few Mo sprees when testing it and it hit just about everything. Maybe I'm imagining things, but at least it seems to go quicker now.

Hey AxXxB; thanks for screenshot. Never knew all the Mo's info could be stored in that tiny bit of text. Is it actually possible to understand what those symbols mean? It's all Greek to me (or rather, Cyrillic :P )

EDIT: I seem to have found "it", but I can't see much of it as the program displays everything in this tiny typeface:
Image
If you look closely, you can see a x=y or something similar at the end of each row. I'm guessing that's where the file defines some characteristic of a unit or missile or whatever.
I've searched everywhere for a way to make the typeface readable, but I can't find it. Would you happen to know how?
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Post by AxXxB » 2007-05-17, 06:08

CHYROS wrote:I've searched everywhere for a way to make the typeface readable, but I can't find it. Would you happen to know how?
Try "View->Options", Font: Fixed Roman Large. If it willn't help, send to me e-mail (bkmz_ent@mail.ru), and i will send to you my version.
CHYROS wrote:Never knew all the Mo's info could be stored in that tiny bit of text. Is it actually possible to understand what those symbols mean? It's all Greek to me (or rather, Cyrillic )
I think, it is possible to experiment, and a trial and error method to reveal mean of these symbols. May be i will do it.

Added:
Lazy123 wrote:Hmm I dont have Robots.DAT but from that screenshot, there seems to be no difference between them hex-wise.
Oh, you're right! Sorry, i photographed not those symbols :). I think it is info about sprites, units characteristics is place below. See here
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Post by CHYROS » 2007-05-17, 13:08

Ah, that's better, thanks!

I've experimented a little and substituted the information on the Mo. Missile in the third info block with that of the jeep. The results were quite hilarious; it fired its missiles with the jeep's fire rate, and gave very small explosions. The damage was very low.

So, obviously the third block contains info about fire rate, damage and bullet speed. Now the question is what every seperate column means, and what values it can take.
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Post by CHYROS » 2007-05-17, 17:47

Okay, I've been playing around with it a little, and this is what I've found:
Image
You can easily see the differences in stats between the Mo. Missile (red circles) and the jeep (blue circles). The other two values, "04" and "60", don't seem to do very much. The missile speed criterion is very strange; if it's set to 0F for the Mo, its missiles accelerate. I'm wondering what kind of values this parameter can take, if "0F" is a legitimate one.
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Post by AxXxB » 2007-05-17, 19:59

Yes, it is. I learned it too. And learned left stats.
Image
1. Shooting Range (max: FE)
2. Unit Speed (max: 7F)
3. Unit Health (max: FE)
4. Explosive power (max: 7F)
5. Rocket damage (max: 7F [?])
6. Rate of fire (max: 62)
7. Rocket speed (max: 7F 7F [?])
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Post by CHYROS » 2007-05-18, 00:26

:shock: --> :D
Wow, that's just amazing. How did you found out about the maxima?

Do you also know exactly what values each parameter can take? I mean, if it could take 00 to 62 and that would be the rate of fire, it would be easy. But it it is from 00 to FE or 7F, I have no idea what is considered "low" or "high" or "medium". I clearly don't have nearly enough experience with all this tweaking ;) .

When we have dissected all of this, maybe I should sticky it, or make a manual on how to mod the game step by step. I'm sure I'm not the only one who wants to change unit stats. 8)
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Post by Lazy123 » 2007-05-18, 02:26

:P
Just tried that MML out...

Problem though:
1. Obviously over powered :P can shoot from one side of the map to the other
2. Cannot build MML at VFs
3. MML still same old slow moving speed.


I would suggest that all hex values for each unit and its stats be posted up. Also what about buildtime? Where to edit that?

Btw chyros, hex innit. So FE=254, 7F=127 etc
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Post by CHYROS » 2007-05-18, 16:27

Lazy123 wrote: Also what about buildtime? Where to edit that?
I think in the second block; I'm not sure yet.
Lazy123 wrote: I would suggest that all hex values for each unit and its stats be posted up.
OK here's the unit stats I found. Everything is put in the sequence of range, speed, health, power, rock damage, rate of fire, projectile speed.

VEHICLES
Jeep: 78, 60, 02, 04, 00, 62, 15
APC: 78, 32, 08, 05, 00, 50, 15
Light Tank: 78, 32, 04, 32, 00, 50, 12
Med Tank: 78, 28, 08, 50, 07, 46, 10
Big Tank: 90, 30, 12, 78, 01, 60, 08
Mobile Missile: 160, 14, 12, 78, rock 04, 14, 04
Crane: 78, 32, 12, 78, 00, 32, 00

ARTILLERY
Gatling: 78, 00, 02, 06, 00, 61, 15
Light Gun: 78, 00, 04, 75, 03, 60, 10
Howitzer: 200, 00, 03, 64, 00, 10, 05
Double Missile: 160, 00, 04, 64, 00, 30, 05

presumably shots from the vehicle's driver
Med Rifle: 78, 00, 00, 05, 02, 50, 15
Machine Gun: 78, 00, 00, 02, 00, 62, 62
Missile e: 78, 00, 00, 28, 02, 50, 10
Big Rifle: 90, 03, 00, 10, 00, 50, 15
Flame: 78, 00, 00, 14, 00, 62, 15
Laser: 88, 00, 00, 15, 00, 50, 15

(Grunt, Psycho, Tough, Sniper, Pyro and Laser driver, respectively)

As you can see, the naming is a little different from the ingame naming (big tank presumably Heavy, light gun presumably Gun), and some values don't seem to make sense (Heavy is quicker than Medium, Crane has a missile attack, Howitzer / Mo. Missile range very long, Gun does too much damagem etc) and the "rock damage" parameter seems rather strange, too.
Last edited by CHYROS on 2007-05-18, 17:58, edited 1 time in total.
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