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Old 07-02-2003, 12:00   #1
Moctezuma
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New tool: EU2 Technology Effects Editor

The new EU2 patch has been released so after long absence in the forums I'm back and I bring you my new tool: Europa Universalis 2 Technology Effects Editor.

FEATURES
------------
Technologies in EU2 are partly editable using text files (land.csv...). However some technology effects, e.g. technology necessary to construct artillery, to do assaults, to build manufactories and so on, are hardcoded in the executable. This tool allows you to modify also these values.

Editor was tested with English EU2 1.05 and 1.06 but it should work with any language version.

WARNING: This utility modifies eu2.exe. Backup copy of original file is automatically stored as eu2.backup.exe.

USAGE
--------
1. Copy TechEffectsEditor.exe to the game directory.
2. Run editor.
3. Change any setting you wish.
4. Press "Apply settings".
5. Play!

Note: Tooltips in the game are not updated because they depend on text.csv and not real values in the executable.

Download page.

Here is screenshot.
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Old 07-02-2003, 12:13   #2
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YEAH!!!
this is a supergreat thing, especially for the ones who wish to make scenarios of other timeframes then the EU2 one... My MDS-mates will love it
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Old 07-02-2003, 13:45   #3
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Very nice.
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Old 08-02-2003, 17:22   #4
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This tool is great Now I can finally get the same advantage as the ai already has: no naval attrition Finally my Portugal will be able to actually colonize something farther south africa.
Though I wonder if it entirely impossible to edit the level 1 fortifications and cavalry. Especially for earlier scenarios that would be handy...?
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Old 08-02-2003, 19:23   #5
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Kasperus, this could solve a lot of problems for the Mongolian Empire Scenario...

My hat's off to you Monteczuma.
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Old 08-02-2003, 20:51   #6
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Quote:
Originally posted by Gen. Wolfe
Kasperus, this could solve a lot of problems for the Mongolian Empire Scenario...

My hat's off to you Monteczuma.
I posted already some things about it in our forum. Though the only not-editable thing is the techlevel for level1 forts, and that`s actually our biggest problem.
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Old 08-02-2003, 23:56   #7
Kaigon
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Quote:
Originally posted by Kasperus
I posted already some things about it in our forum. Though the only not-editable thing is the techlevel for level1 forts, and that`s actually our biggest problem.
Why is that impossible?
Is there a real reason for it?

(BTW, thank you Moctezuma, for this hopefully great tool (for historical mods))
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Old 09-02-2003, 00:21   #8
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Quote:
Originally posted by Kaigon
Why is that impossible?
Is there a real reason for it?
that`s what I`m asking myself as well he did not include it in the tool though.
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Old 10-02-2003, 10:55   #9
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Thanks for all your responses!
Quote:
Though the only not-editable thing is the techlevel for level1 forts, and that’s actually our biggest problem.
Unfortunately all level 0 tech effects: i.e. infantry, cavalry, level 1 forts, warships, galleys and colonists are not checked in the executable, so I can't do anything about it.
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Old 10-02-2003, 12:49   #10
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This is great. You are a genius . I was looking the changes in a hex editor. I imagine that it was very difficult to find the code.
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Old 10-02-2003, 16:58   #11
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Incredible, man. Finally, I can allow assaults at any tech level.
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Old 10-02-2003, 17:23   #12
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Quote:
This is great. You are a genius . I was looking the changes in a hex editor. I imagine that it was very difficult to find the code.
I'm using good old HIEW editor. It is not so difficult if your hex editor supports disassembling...
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Old 10-02-2003, 20:56   #13
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Quote:
Originally posted by Moctezuma
Thanks for all your responses!

Unfortunately all level 0 tech effects: i.e. infantry, cavalry, level 1 forts, warships, galleys and colonists are not checked in the executable, so I can't do anything about it.
That sucks, if you find a way to edit that be sure to let us know though.

Can forts be limited by whiteman values though?
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Old 10-02-2003, 21:39   #14
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Now it is possible to add pre-medieval technology, so the Aztecs (for example) don't start out with late medieval tech like Europe (which is ridiculous).
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Old 10-02-2003, 21:42   #15
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Quote:
Originally posted by Moctezuma
I'm using good old HIEW editor. It is not so difficult if your hex editor supports disassembling...
I also use the hiew, but I try to search for the reference (with f6 datref) of the labels type TRADELEVEL, INFLEVEL, etc and I didn't arrive to the positions where you changed

(I only look your changes to see if there is some another possible useful change. And to learn, I could create the hoi no time limit extrapolating your changes in eu2.exe to the HOI.exe)
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Old 10-02-2003, 22:00   #16
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Am I the only one who thinks that exploration with all units, assaults and artillery should be available earlier?
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Old 10-02-2003, 22:29   #17
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Quote:
Originally posted by Gen. Wolfe
That sucks, if you find a way to edit that be sure to let us know though.

Can forts be limited by whiteman values though?
Whiteman does not affect fort sizes. Only tech (and money)...
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Old 11-02-2003, 00:13   #18
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Quote:
Originally posted by Gen. Wolfe
Am I the only one who thinks that exploration with all units, assaults and artillery should be available earlier?
yes I think that only no-naval attrition should be allowed earlier (aka level 0) as the ai is cheating it anyway
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Old 11-02-2003, 00:16   #19
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Quote:
Originally posted by Kasperus
yes I think that only no-naval attrition should be allowed earlier (aka level 0) as the ai is cheating it anyway
They're doing that for a reason...
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Shepherds the weak through the valley of darkness,
For he is truly his brother's keeper and the finder of lost children.
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Old 11-02-2003, 00:25   #20
Kasperus
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Quote:
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They're doing that for a reason...
to have brazil fully colonized in 1430 you mean?
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