unit stats modding

Ideas, technology and contributions to Z modifications

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AxXxB
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Post by AxXxB » 2007-05-18, 17:06

Chyros, thank you! But you wrote: "APC Missile": no, just "APC". In ROBOTS.EXP on this place symbol "00" instead of space (charcode: "20"). For Z it means that read only up to "00".
Lazy123 wrote:Also what about buildtime? Where to edit that?
Buildtime somehow develops of all parameters. For different units it develops different.
Lazy123 wrote:2. Cannot build MML at VFs
Because buildtime is very high.
Lazy123 wrote:3. MML still same old slow moving speed.
Try value less than "7F". Maxima were revealed by me from results of experiments, therefore can be inexact (especially what cost under a symbol [?])
CHYROS wrote: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.
Maybe i will write program, which can to change unit stats.

Also i noticed an interesting thing: if to place ROBOTS.EXP in a folder with a level this level will be loaded with units stats from a file laying in a folder with a level
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Post by CHYROS » 2007-05-18, 18:02

AxXxB wrote:Chyros, thank you! But you wrote: "APC Missile": no, just "APC". In ROBOTS.EXP on this place symbol "00" instead of space (charcode: "20"). For Z it means that read only up to "00".
Corrected :)
AxXxB wrote:
Lazy123 wrote:Also what about buildtime? Where to edit that?
Buildtime somehow develops of all parameters. For different units it develops different.
You mean the game decides on what the build time is all by itself? Wowie.
AxXxB wrote: Maybe i will write program, which can to change unit stats.
That would, of course, be ideal. :D
Last edited by CHYROS on 2007-05-18, 18:20, edited 1 time in total.
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Post by AxXxB » 2007-05-18, 18:18

CHYROS wrote:You mean the game decides on what the build time is all by itself? Wowie.
Decides on what the build time is all by itself? Sorry, i don't understand it.

I mean buildtime is as though sum of all stats. But for one unit it is one sum, for other unit with the same stats it is other sum etc.

Added:
The symbol which is right after FF, means appearance of a unit after (and while) building.

00: Med Rifle
01: Med Tank
02: Light Gun
03: Missile
04: Double Missile
05: Gatling
06: Howitzer
07: M. Missile
08: Big Tank
09: Light Tank
0A: APC
0B: Jeep
0D: Fire Track
0C: Crane
0E: Truck
0F: Flame
10: Laser
11: Big Rifle
12: Machine Gun
Last edited by AxXxB on 2007-05-18, 18:27, edited 1 time in total.
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Post by CHYROS » 2007-05-18, 18:22

AxXxB wrote:
CHYROS wrote:You mean the game decides on what the build time is all by itself? Wowie.
Decides on what the build time is all by itself? Sorry, i don't understand it.

I mean buildtime is as though sum of all stats. But for one unit it is one sum, for other unit with the same stats it is other sum etc.
I meant "does the game calculate the build time as opposed to that it's fed the build time info by some parameter somewhere, i.e. you can't program it directly". And it seems to do exactly that.
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Post by AxXxB » 2007-05-18, 18:31

CHYROS wrote:I meant "does the game calculate the build time as opposed to that it's fed the build time info by some parameter somewhere, i.e. you can't program it directly". And it seems to do exactly that.
Yes, but not by one parameter, by all.
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Post by CHYROS » 2007-05-20, 17:18

AxXxB wrote: Added:
The symbol which is right after FF, means appearance of a unit after (and while) building.
You mean that that's the picture it uses to signify what you're building in the build screen? Hmmm, maybe I should mod it to see what it really means by "machine gun" etc. Maybe I could even get the fire truck back! :P
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Post by AxXxB » 2007-05-21, 07:14

CHYROS wrote:You mean that that's the picture it uses to signify what you're building in the build screen?
Yes, and the unit will look as in the build screen.
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Re: unit stats modding

Post by Eastwind » 2007-12-31, 15:52

Hi Chyro


Is the value you give for the Zed Dos version (robot.dat) or the zed windows version (robot.exp) or both ?


Another question about the speed ..

I would like to speed up the game of Zed dos version , unlike Zed 95 there is no speed option ..

Do you a way to do this ?

thankxxx
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Re: unit stats modding

Post by CHYROS » 2007-12-31, 16:13

Hi Eastwind, long time no see!

To be honest, I don't remember whether it was for Z or Z95 (stupid that I didn't write that down), but the games' values are very similar so it doesn't matter that much.

As far as I know, there is no way to modify game speed for Z in ROBOTS.DAT. It may be in other game files.
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Re: unit stats modding

Post by Eastwind » 2007-12-31, 16:18

Yeah some time passed, very busy these months :)

Is there other file that control the speed you can modify on z dos ?
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Re: unit stats modding

Post by CHYROS » 2007-12-31, 18:16

I have absolutely no idea. You might have to do some experimenting yourself.
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Re: unit stats modding

Post by KalZar » 2008-01-01, 18:43

What is the units stat difference between the Zdos and Z95?
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Re: unit stats modding

Post by CHYROS » 2008-01-02, 13:43

KalZar wrote:What is the units stat difference between the Zdos and Z95?
me wrote:compared to Z-Dos, Z95 has brought robot production times closer to eachother, and artillery and tank times further apart. All advanced robots take relatively less time to produce, and especially the Heavy and MML take relatively much more time to make. The Howitzer takes slightly more time to make, and a Missile Gun takes cosiderably less. The Bitmap Bros seem to find the Howitzer and Missile Gun equals now; they take almost exactly as much time to make.

Statistically, it should be noted that in Z95 the Toughs get a boost (extra soldier per unit), the Heavy gets much better firepower, and the Missile Gun's missiles get warp speed. Coupled with the lower production time, it is now worth its cost and more. The MML gets less armour and its missiles seem to travel slower.
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Re: unit stats modding

Post by jakemo89 » 2009-04-13, 15:15

So can we summarize a sort of "legend" in which every group of numbers is explained?
I see there' s already an example with the Mobile Missile...
Is it different for the other units? :?:
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Re: unit stats modding

Post by Meeky » 2009-04-14, 05:40

jakemo89 wrote:So can we summarize a sort of "legend" in which every group of numbers is explained?
I see there' s already an example with the Mobile Missile...
Is it different for the other units? :?:
Of course, see CHYROS post
WinZMod - mod for playing Z with high screen resolution
ZEdMod - ZEditor mod allowing to edit single player levels
ZGFX - Utility for extracting Z graphic
ZStats - Small utility for fine-tuning unit statistics
Z-Remake - XNA project on 2D IceCream Engine
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