Spellforce Data Editor

PongLenis
Posts: 25
Joined: Sun Aug 09, 2015 10:18 am

Re: Spellforce Data Editor

Post by PongLenis » Fri Dec 30, 2016 2:40 pm

Wow great Editor, you can do a lot of stuff with it !

Is there a way to get the source code ?
I have a little bit experience with c# and might try to add some more things.

I am still looking for the possibility to edit the hero army units and titans stats.
In this editor under "unit/hero stats" i can find the worker stats, for example:

ID 137 is human worker level 1, 138 is human worker level 2 etc.

Would be nice if there is some way to edit the stats for the military units too
(maybe this is already possible with this editor, but its hard to find the marksmen for example)

PongLenis
Posts: 25
Joined: Sun Aug 09, 2015 10:18 am

Re: Spellforce Data Editor

Post by PongLenis » Fri Dec 30, 2016 2:59 pm

ID 1006 is human recruit level 1 and id 1007 ist human scout level 1. I can change the values and it works. Now the question is, is there some way to make this a bit more user friendly, by displaying the name of the unit and not only the id ?
Another way would be to filter the race id, so that i would have to search through all human units only.

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Kamina
Posts: 24
Joined: Fri Sep 05, 2014 2:59 pm

Re: Spellforce Data Editor

Post by Kamina » Tue Jan 10, 2017 11:38 pm

And do not Add too many new stuff to the lists like new enchantments or equipments!
The game will not crash directly but you'll have alot of bugs like
never ending freeze-effekts, mixed up textlines or different game errors.

Better you just change the entries you can find in the editor -
And don't forget to make backups!!

PongLenis
Posts: 25
Joined: Sun Aug 09, 2015 10:18 am

Re: Spellforce Data Editor

Post by PongLenis » Fri Jan 13, 2017 1:36 pm

OK so i investigated a little bit more on how to change the unit stats and this are my results:

All Units of a Race have the same stats.
I changed the movement speed of the humans lvl 1, and it applies to the workers and the soldiers.
This means there is no way to edit only the stats of e.g the paladin.
However, i`ve found a workaround for this issue.

You can create an armor class item stat with the id of the weapon of the unit.
This way you can add attributes to the weapon (e.g +5 strength and stamina for the paladin).
However, this applies to all levels of the unit.

I have to test, if it will break the game to add a armor class item stat for every unit, because kamina said, it can lead to bugs or game-freezes.

On the other hand, may it be possible to just extend the "weapon class item stats", so that you can assign attributes there ? This way you don`t have to add new entries.

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Witchcraft
Posts: 89
Joined: Sun Aug 02, 2015 3:13 pm

Re: Spellforce Data Editor

Post by Witchcraft » Thu Oct 05, 2017 10:09 pm

Hi. Any Germans here, or people who can understand this:

Whenever I open the spells/skills part, a window pops up, containing this error:

System.IO.FileNotFoundException: Die Datei "C:\Users\Homeboy\Desktop\Spellforce Mods\SpellforceDataEditor\SpellEffects.txt" konnte nicht gefunden werden.
Dateiname: "C:\Users\Homeboy\Desktop\Spellforce Mods\SpellforceDataEditor\SpellEffects.txt"
bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
bei System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
bei System.IO.StreamReader..ctor(String path)
bei SpellforceDataEditor.Form1.loadList(Int32 index)
bei SpellforceDataEditor.Form1.comboBox1_SelectedIndexChanged(Object sender, EventArgs e)
bei System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
bei System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
bei System.Windows.Forms.ComboBox.WndProc(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
bei System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
bei System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


In the end, all I can do is to close the program.

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rupuzioks
Site Admin
Posts: 555
Joined: Sun Nov 13, 2011 2:57 pm

Re: Spellforce Data Editor

Post by rupuzioks » Fri Oct 06, 2017 9:05 am

it looks like he forgot to include SpellEffects.txt file with the editor
Tempus et vita, tempus et mortis

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Witchcraft
Posts: 89
Joined: Sun Aug 02, 2015 3:13 pm

Re: Spellforce Data Editor

Post by Witchcraft » Sat Oct 07, 2017 2:18 pm

How can I fix it?

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rupuzioks
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Posts: 555
Joined: Sun Nov 13, 2011 2:57 pm

Re: Spellforce Data Editor

Post by rupuzioks » Sat Oct 07, 2017 8:56 pm

you need to contact him for the final release
Tempus et vita, tempus et mortis

Insigar
Posts: 21
Joined: Sat Jul 09, 2016 2:27 am

Re: Spellforce Data Editor

Post by Insigar » Wed Oct 11, 2017 1:04 am

Did you try to reload the text? There's a button for it under "Lists"

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rupuzioks
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Posts: 555
Joined: Sun Nov 13, 2011 2:57 pm

Re: Spellforce Data Editor

Post by rupuzioks » Wed Oct 11, 2017 3:23 pm

thanks, it worked for me, so it should work for him too
Tempus et vita, tempus et mortis

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