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Posted (edited)

0% AI aggressiveness

 

Menu_CreateNewGame_Options_v2

Find the first line with the word AI_AGGRESSIVENESS in it

The two lines above it will be

const/16 v16, 0x32 (0x32 is the min ai aggressiveness written in hexadecimal)

   const/16 v17, 0x190 (0x190 is the max ai aggressiveness written in hexadecimal)

Change 0x32 to 0x0

Edited by Lipark Japanese modder

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3 hours ago, Dyndyk Dudun said:

sorry, it's a translator English isn't my native language. I would like to ask through what programm I can edit code on a PC version

I have the exact same question as you. I want to edit code on PC, not Android.

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2 hours ago, Chairman Baad said:

I have the exact same question as you. I want to edit code on PC, not Android.

 

10 hours ago, Dyndyk Dudun said:

Can you make a similar guide for a PC? Because I can't find a suitable file manager similar to Mt Manager

・To edit it on pc, you need to extract smali from dex file

 first, open --- file (recommanded took is unzip. --- is a zip-styled file) and pull out classes.dex

・next, extract smal files from dex file

recommanded tool ・・・dex2smali 

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Just now, Lipark Japanese modder said:

 

・To edit it on pc, you need to extract smali from dex file

 first, open --- file (recommanded took is unzip. --- is a zip-styled file) and pull out classes.dex

・next, extract smal files from dex file

recommanded tool ・・・dex2smali 

I was actually thinking of editing the EXE file since it has Java code in it.

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Is there a way to modify the economy growth to absolute zero so that it never increases or decrease regardless of any variable because changing it via the Ages.json file doesn't seem to work for me

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Posted (edited)
13 hours ago, Chairman Baad said:

I was actually thinking of editing the EXE file since it has Java code in it.

The .jar (aka .exe) file has compiled classes inside it, which need to be decompiled first before you can do any serious changes to them. There are several offline decompilers to do so (I use CFR), use them instead of the 500 trillion nearly identical online decompilers, and because of the complete mess of code Lukasz left behind, not all files may decompile properly (CFG.java has a quite important function that doesn't decompile, at least with CFR).

BTW, decompile the entire .jar (decompiling just a single class doesn't work properly when doing so), and also copy the original classes to the directory where you have your code, with the same code structure (overwrite if asked). Also, back up the original code files in another folder so you can reset in case things go really wrong.

Edited by Valixor

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Oh ur great!

How to change AI abilities like war declaring, declaring independence, changing government, changing relation, Sending ultimatum, making allies, offering a union, offering other things etc.

These are so important for my future mod because AI and player should do anything with events in my mod.

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23 hours ago, Valixor said:

The .jar (aka .exe) file has compiled classes inside it, which need to be decompiled first before you can do any serious changes to them. There are several offline decompilers to do so (I use CFR), use them instead of the 500 trillion nearly identical online decompilers, and because of the complete mess of code Lukasz left behind, not all files may decompile properly (CFG.java has a quite important function that doesn't decompile, at least with CFR).

BTW, decompile the entire .jar (decompiling just a single class doesn't work properly when doing so), and also copy the original classes to the directory where you have your code, with the same code structure (overwrite if asked). Also, back up the original code files in another folder so you can reset in case things go really wrong.

So have you succeeded in recompiling the codes?

We are facing, like, 1000+ compiling errors...

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Posted (edited)
1 hour ago, Magolor said:

So have you succeeded in recompiling the codes?

We are facing, like, 1000+ compiling errors...

Yup, enough so to add a color randomization feature to the WotEC mod.

When doing your compiling, make sure your current folder is the root (whatever you named it), which should have "age", "com", "javazoom" and a couple of other folders in it, if you extracted the entire .jar into the root folder. Just one of the "features" there of the default Java compiler (javac), if the folder you are working in is .../[root]/age/of/.../lukasz, then the classpath is .../[root]/age/of/.../lukasz/age/of/.../lukasz... which doesn't exist.

Also, have all your source files in one folder, just to better organize things. I'll do my best to assist you if any more problems appear.

P.S. There's a very versatile program called Bytecode Viewer (BCV), official link: https://bytecodeviewer.com/, with several kinds of decompilers, including CFR, which I'm not fully familiar with yet (that is, with BCV). The best thing is that you don't have to screw with Command Prompt or something to compile your classes, though, use at your own risk, and always keep backups!!! You'll have to provide the javac executable path (which should be somewhere in the JDK installation folder) if you want to compile in BCV.

Edited by Valixor

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1 hour ago, Valixor said:

Yup, enough so to add a color randomization feature to the WotEC mod.

When doing your compiling, make sure your current folder is the root (whatever you named it), which should have "age", "com", "javazoom" and a couple of other folders in it, if you extracted the entire .jar into the root folder. Just one of the "features" there of the default Java compiler (javac), if the folder you are working in is .../[root]/age/of/.../lukasz, then the classpath is .../[root]/age/of/.../lukasz/age/of/.../lukasz... which doesn't exist.

Also, have all your source files in one folder, just to better organize things. I'll do my best to assist you if any more problems appear.

P.S. There's a very versatile program called Bytecode Viewer (BCV), official link: https://bytecodeviewer.com/, with several kinds of decompilers, including CFR, which I'm not fully familiar with yet (that is, with BCV). The best thing is that you don't have to screw with Command Prompt or something to compile your classes, though, use at your own risk, and always keep backups!!! You'll have to provide the javac executable path (which should be somewhere in the JDK installation folder) if you want to compile in BCV.

Thank you so much for your reply.

We are actually stuck at the decompilation: as you mentioned, the CFR decompiler failed to decompile tons of codes. How did you fix them? Have you manually changed all the codes that failed to decompile? Before this, we tried decompiler jd-gui, Jadx, as well as IDEA. They were able to decompile codes without reporting errors but those codes are filled with bugs and could not compile.

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Posted (edited)
1 hour ago, Magolor said:

Thank you so much for your reply.

We are actually stuck at the decompilation: as you mentioned, the CFR decompiler failed to decompile tons of codes. How did you fix them? Have you manually changed all the codes that failed to decompile? Before this, we tried decompiler jd-gui, Jadx, as well as IDEA. They were able to decompile codes without reporting errors but those codes are filled with bugs and could not compile.

I couldn't just fill in the parts that failed to compile, they amount to a pretty significant number of code. Also, the parts that failed are pretty important for AoH's functioning, such as dialog_True() in CFG.java, which performs (to my knowledge) all affirmative dialog actions, and moveAtWar() in AI_Style.java, which has all the code for when the AI should move during a war.

CFR probably failed because of the size of the code file, and the numerous layers of spaghetti code. Not many decompilers can handle what ends up being 5,000+ lines of code. The remaining files that did decompile can be edited and recompiled as normal, assuming there's no syntax or other errors and the classpath is correct. I'll try some other decompilers and see if their final output can compile on my part...

P.S.: Successfully decompiled the CFG class with FernFlower decompiler in BCV, then manually replaced the part that failed to decompile with the FernFlower code (with some slight modifications to remove duplicate variables) and successfully compiled it too. So far, no issues to report. Gonna try AI_Style next, something CFR also has serious problems with. Looks like some cases of mixed-decompiler code are not a problem.

Edited by Valixor

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13 minutes ago, Valixor said:

I couldn't just fill in the parts that failed to compile, they amount to a pretty significant number of code. Also, the parts that failed are pretty important for AoH's functioning, such as dialog_True() in CFG.java, which performs (to my knowledge) all affirmative dialog actions, and moveAtWar() in AI_Style.java, which has all the code for when the AI should move during a war.

CFR probably failed because of the size of the code file, and the numerous layers of spaghetti code. Not many decompilers can handle what ends up being 5,000+ lines of code. The remaining files that did decompile can be edited and recompiled as normal, assuming there's no syntax or other errors and the classpath is correct. I'll try some other decompilers and see if their final output can compile on my part...

Thank you.

So you are saying that, we could just ignore all the compile errors, and then directly use the corresponding compiled files from correctly decompiled codes? Does replacing a single .class file really work for AoC2.jar?

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1 minute ago, Magolor said:

Thank you.

So you are saying that, we could just ignore all the compile errors, and then directly use the corresponding compiled files from correctly decompiled codes? Does replacing a single .class file really work for AoC2.jar?

Yup! A .jar file is basically a collection of class files, plus some other supporting code and information. Changing a few variables or adding independent functions (those that don't affect other code files) and compiling the resulting file won't directly affect other class files.

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1 minute ago, Valixor said:

Yup! A .jar file is basically a collection of class files, plus some other supporting code and information. Changing a few variables or adding independent functions (those that don't affect other code files) and compiling the resulting file won't directly affect other class files.

However, just a few hours ago, I tried to move an android-based mod to PC, by turning classes.dex -> classes.jar using dex2jar, and then replace the files of AoC2.jar on PC. However, the game could be run (which was really suprising), but it could not function correctly: tons of bugs such as “Next Turn” failure, "Recruit" failure... occurred.

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      (making of full 10,000 province map and Alpha development)
      August 2021 - Early 2022?
      Full Map Progress: Part 1 - Yet Another Beginning (07/08/2021) - BEGINNING OF FULL MAP DEVELOPMENT Full Map Progress: Part 2 - The First Thousand (08/08/2021) Full Map Progress: Part 3 - Going East (09/08/2021) Full Map Progress: Part 4 - A Little Break Now... (12/08/2021) Full Map Progress: Part 5 - War of 2.5 Continents (28/08/2021) Full Map Progress: Part 6 - The Sun Shines Over the Full Map (01/09/2021) Alpha Progress: Part 1 - Watch your Terrain (05/09/2021) Alpha Progress: Part 2 - Civilization Confetti (27/09/2021) Alpha Progress: Part 3 - I'm sure it's grown out now... (03/10/2021) Alpha Progress: Part 4 - Forward Through Time (14/10/2021) A Change Beyond Any
      (Beta development and implementing of new features and mechanics)
      Early 2022? - ?
      Reaching the Finish Line
      (progress towards Final version)
      ? - ???
      * New Generation: maps made using map sectioning (splitting maps into multiple layers of provinces, regions and super-regions) and more careful province drawing

      CURRENT MAPS
      First Demo Map (551 provinces) (select "War of the Eight Continents (Demo 1)" map) Second Demo Map (1091 provinces) (select "War of the Eight Continents (Demo 2)" map)
      PLANNED MAPS
       
      The Known World/War of Six Continents/V2 World Map (9,424 provinces) - 312 super-regions, ~1,100 regions (select "The Known World" map) Simple V2 World Map (~1,250 provinces planned) - V2's regions as provinces Complete World Map/War of Eight Continents (~12,000!!! >16,000!!!!! provinces planned, maybe ~14,000!!!!! just to beat Project Alpha's 13,316 provinces)
      CIVILIZATIONS
      147 civilizations in the First Demo and 619 in the Second Demo, over 2,500 planned for the final release! Over a dozen new ideologies, many with unique playstyles Better civilization balance Hundreds of formable civilizations
      GAMEPLAY
      Post update: more detailed
      Increased population and economy growth for higher realism More realistic populations, with province growth rates up to 200% New government types, and adjustments to existing ones More and more diverse terrain types, with more powerful modifiers HRE replaced with Ravenfielder Empire* FUTURE: Overhauled game mechanics, extended settings, super-events, restored features**, including: Major bugfixes, for things like self-warring (i.e. two countries from the same alliance at war with each other), army disappearances,  Improved modding and event tools Army mechanics changes, armies now have subdivisions (increasing in size with later eras), and inclusion of basic combat mechanics to make battles more than just throwing soldiers at each other FUTURE: Ravenfielder Empire* has actual gameplay effects FUTURE: Move to more RTS-style gameplay, with simulated battles (not just units throwing each other to deal damage), sieges of fortified areas, and time-based unit movement * Name in old mod, new name TBD
      ** Talking about spies and nukes, the localization for which still exist. And making an unofficial patch to fix many of the game's bugs

      Statistics below for the old, pre-remake version. 
      Current old mod version: FINAL 2.0 (The Definitive Edition, OLD VERSION/T.O.R. Mod)
       
      FINAL 2.0 (The Definitive Edition) download link: https://drive.google.com/file/d/1rYAY2SdzSD6rx0iL8nqHH9D9g6yB9fKx/view?usp=sharing (backup your game first)
      FINAL 1.0 (pre-Definitive Edition) download link: https://drive.google.com/file/d/18ptLK3ulpRbviU86PevUwgHNRHudW1ZD/view?usp=sharing (backup your game first)
      BETA 1.2 download link, in case Final 2.0 doesn't work properly: https://drive.google.com/open?id=1wGSCVX9dK_i9Zz4ah1vsZ3nwmzX_p2WA (backup your game first)
      Also, for pre-1.3 users, download these backgrounds: https://drive.google.com/open?id=1QS4X7R8eCFgZUxLsFqMdVSyncHbXBbU_.

      Features of Old FINAL 2.0:
      MAPS
      V1 World Map (1617/~1750-1800 provinces) (select "ToR" map) Map of Ravenfield (WIP, 1890 provinces) (select "ToR Ravenfield" map) Test Worlds (60 and 205 provinces) (select "Map Sectioning Test" and "Map Sectioning Test - Expanded" maps) CIVILIZATIONS
      Over 200 new civilizations (over 800 planned) 31 formable civilizations GAMEPLAY
      Increased population and economy growth for higher realism New government types, and adjustments to existing ones HRE replaced with Ravenfielder Empire LANGUAGES
      - English (always complete)
      - Russian (incomplete and undergoing major revisions)
      - Lithuanian (incomplete)

      Tasks for FINAL 1.0.1 (ETA ????):
      - Create a pre-alpha version of the Ravenfield map with scenarios based on the world map (provinces complete, scenarios WIP)
      Tasks for FINAL 1.1 (ETA ????):
      - Change all editor civilizations to game civilizations (will probably go on beyond FINAL 1.1)
      - New Dark Age (550-1300) scenarios
      - Add extra ideology flags
      - Finish the Eastern Lands
      - Further balancing of countries
      - Revised terrain modifiers
      - Beginning of Draconia map (800-1000 provinces)
      Tasks beyond FINAL 1.1:
      - V2 World Map (~6000 provinces) (Betas 4-7)
      - Simple World Map (~450 provinces) (Betas 3-4)
      - Full World Map (~9000-10000 provinces) (Full Version 1.0 and beyond)
      - Maps for all major regions in the continent of Ravenfield (Betas 4 and beyond)
      - Maps for Eastern Lands, Southern Lands, Draconia, Pacifica and Terra Australis (Betas 2 and beyond)
      - Add more than 800 new civilizations (Betas 3 and beyond)
      - Add over 100 scenarios (total) (Betas 3 and beyond)
      This is my first serious mod, all constructive feedback is welcome.

       
    • By YankeS
      Szukam polskiego scenariusza z eventami. Najlepiej gdyby był w czasach współczesnych. Gdyby ktoś mógł wysłać link do pobrania to byłbym wdzięczny.
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