Create a completely NEW unit with Upgrade, Buttons, Effects, Events, Objects, Techs - EE-modders/Empire-Earth-toolbox GitHub Wiki
By unity I mean a NEW object. And the upgrade for this new object. Of course you also need the new technologies, the same applies to the buttons, effects and the event.
However, I will copy the contents of existing objects so that this example can be created a little faster. As long as you have created a new object (Add entry), it doesn't matter whether you copy the entry fields or set them yourself. A new object automatically gets a new ID (+1). In this example I will use the B-52 Bomber and the Titan Bomber and assign them a new location in the airport.
Step 1: Create new buttons (dbbuttons.dat)
First we will create 3 new buttons, they will look like this: See screenshots\Step1_1, Step1_2, Step1_3
It is important to set the position correctly. In this example, I will select row 3 and position 8 for the [New B-52 Bomber Button] and the [New Titan Bomber Button]. And for the [New Titan Bomber Upgrade] select row 4 and position 8. This is because I want the new objects and the new upgrade to appear directly above the original ones. And if you want you can also use your own textures for the buttons, but in this example I'll stick with the original images (but_b52_10T.sst & but_nanoatomicbomber_13T.sst)
Important note: Don't forget to click on Save entry after each setting/change of the respective button and at the end save the entire file (Save File)!!! The same applies to the other entries and files that you will edit!!!
Step 2: Create new objects (dbobjects.dat)
Simply duplicate [a BomberNuc13 Titan] and [a BomberNuc12 B-52]. Now rename the two objects [New Titan Bomber Object] and [New B-52 Object]. I will increase the health value by 1 for both objects, for the [New Titan Bomber Object] Health = 1101] and for the [New B-52 Object] Health = 951 - this only serves to distinguish them from the original.
See Screenshots\Step2_1, Step2_2
Important note: We still have to change the (Tech ID) later! Don't forget!
Step 3: Create new technologies (dbtechtree.dat)
First, select (11) Epoch Atomic - Modern and duplicate [a 12 B-52] and rename this technology to [New B-52 Tech].
Now 3 important settings: See Screenshots\Step3_1
Button ID = New B-52 Button Unlocked by Tech = (0) Epoch Paleo (the reason for this is that from the Atomic - Modern era onwards you are said to have unlocked the B-52 bomber without having previously upgraded the B-29 bomber, since in this example I only have the B- 52 and use the Titan Bomber) Object ID = New B-52 Object
Important note: If you want to set the object ID with the new technology and you cannot select it, you have to save your setting once and close the window and reopen it, this is because the DB editor does not update itself!
Then select (12) Epoch Digital and duplicate [a 13 Titan Bomber] and [Titan Bomber Upgrade] and rename these technologies to [New Titan Bomber Tech] and [New Titan Bomber Upgrade].
Now set it accordingly again: See Screenshots\Step3_2
New Titan Bomber Tech: Button ID = New Titan Bomber Tech Unlocked by Tech = New Titan Bomber Upgrade Object ID = New Titan Bomber Object
Adjust accordingly here again: See Screenshots\Step3_3
New Titan Bomber Upgrade: Button ID = New Titan Bomber Upgrade Button Unlocked by Tech = (0) Epoch Paleo Event ID = New Titan Bomber Upgrade Researched
We can't set the event ID until later because we haven't created it yet!
Step 4: Set the Tech ID for the new objects. (dbobjects.dat)
See Screenshots\Step 4_1 & Step 4_2
New Titan Bomber Object: Tech ID = New Titan Bomber Tech
New B-52 Object: Tech ID = New B-52 Tech
Step 5: Set the Can build tech at [b Airport]. (dbobjects.dat)
See Screenshots\Step5
Step 6: Create the effects (dbeffects.dat)
A very important explanation about this: Here it is not enough to simply create new effects (new entry) as there seems to be a limit of 1565. (The developers apparently set it that way, I have no idea why but it is like that.) That's why you should overwrite the , I assume that they are just placeholders and without relevant information. In this example I take the 3 that are under (331). To make the visible, click on the Hide undefined box. It is important that you set the sequence numbers, only then do the ID numbers appear! Since the last used sequence number of (331) was 272, I increased the sequence number by 1 for the next 3 effects (273, 274, 275). Only now can you make the following settings. Here are the 3 settings:
See \Screenshots\Step6_1, Step6_2, Step6_3
Enable tech: Effect code = Enable Tech Tech ID = New Titan Bomber Tech
Disable Tech: Effect code = Disable Tech Tech ID = New B-52 tech
Upgrade objects: Effect code = Upgrade objects Object 1 = New B-52 Object Object 2 = New Titan Bomber Object Tech ID = New Titan Bomber Tech
Step 7: Create the event. (dbevents.dat)
Here is also a very important explanation: Here it is not enough to simply create a new event (new entry) as there is apparently a limit of 1500. -.-
In this example I use the under (663). To create a new event simply click on the and enter a sequence number (758) and save. I took 758 because the previous one was number 757. Now an ID (664) also appears. Now change the name to [New Titan Bomber Upgrade Researched] and add 3 effect fields. To do this click 3x on (Add field).
Now you set the 3 effects.
Effect field (3) = Enable tech: New Titan Bomber Tech Effect field (4) = Upgrade objects: New B-52 Object > New Titan Bomber Object Effect field (5) = Disable tech: New B-52 Tech
When you're done, it should look like this:
See Screenshots\Step7
Now for the final step!
Step 8: Set event ID in the technology [New Titan Bomber Upgrade]. (dbtechtree.dat)
New Titan Bomber Upgrade: Event ID = New Titan Bomber Upgrade Researched
And if you did everything correctly, it will look like this:
See Screenshots\Step8
That's it :)
This is my first tutorial that I created, I hope it is detailed enough and you like it.
Greetings from KaktorKing o/
January 16, 2024
© by KaktorKing