![]() Step 6: Now you must do the same with an other file in: addon1.rda\addondata\config\balancing\addon_01_assets.xml Note! You are doing next step only if you bought the Deep Ocean expansion. xml file and add it to rda file that you extracted from. Step 4: Change the numbers to 100 like this: Step 3: Search for the entry: "ResidenceUpgradeAmountMaxPercent" (without quotation marks " ") Step 2: Navigate to data\config\game and extract properties.xml, then open it with text editing program (for ex. Step 1: Open the patch8.rda with the RDA Explorer This is very easy to do, you of course need the RDA Explorer (look in External tools) and follow these steps: See python implementation of reading these values in list_of_buildings.py.Īn easy example: upgrading all residences to the next level ![]() Ifo_file = open ifo_path from data2.rda patches Ifo_path = cfg_path.replace("cfg", "ifo").lower() ifo files using this pseudo-algorithm:Ĭfg_path = assets.xml -> /Values/Object/Variations/Item/Filename ProductPrices/ /BaseGoldPrice).īuilding size in game tiles can be calculated from. ![]() Time ( Values/WareProduction/ProductionTime) is stored in miliseconds.ĭefault passive trading prices can be calculated as int(2.5 * properties.xml >. Ingame_maintenance = datafile_maintenance / 4096 # or divide by 2**12Īmounts of goods ( Values/BuildCost/ProductCost/Tools) are stored in kilograms (1000 kg in data file = 1 ton ingame). Ingame_maintenance = datafile_maintenance > 12 # use binary right shift Non-credit maintenance cost like power and ecobalance ( Values/MaintenanceCost/ActiveEcoEffect, ActiveEnerg圜ost, ActiveEnergyProduction Inactive.) are stored as binary fixed point numers: Values/BuildCost/ResourceCost/Credits and Values/MaintenanceCost/ActiveCost and InactiveCost) are stored in the same unit as in-game credits. and then enough categories to give you an headacheĬredits (e.g. is stored in patch8.rda/data/config/game/assets.xml and superceded by the assets.xml files of subsequent patches. ![]() Such values as building cost, power output/consumation, maintenance cost, ecobalance effect, etc. The principle of modding involves modifying in-games values (Wind Park power output for instance) to make the game harder, easier or more balanced. patch x.rda Updated copies of the Data files. Data2.rda Most of the GUI can be found here Data3.rda Maps, generators, islands: They're in here. Data1.rda Specifications of buildings, items, etc. RDA file organization Data0.rda Most AI files. The games data is stored in the installation directory, in the "maindata" folder Note that you cannot play with human players who haven't installed the same modification as you have.Start the AnnoCookie and do instructions in there.Then switch to your desktop (using Alt Tab).Start the game, and DECLINE 2 times eula licence of autopatcher, otherwise it will undo all changes that you've done in game files.You need to place AnnoCookie 0.3 file in game directory.Someone developed a tool, called AnnoCookie, with which you are able to play online if you've modified the game. Modifying the files should be done with extreme caution: any change will be detected by the autopatcher (by checking the MD5 Checksum), and the changed file will be deleted and re-downloaded.ĭo not allow internet access when trying to mod, unless you're using the AnnoCookie.the upgrading all residences to next level modification (see below) your goods production stats will be at 0 every time you start game with mod. After start playing online with modified content in Anno 2070 some of your profile statistics may be reset to 0.4 An easy example: upgrading all residences to the next level.
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