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Age of Empires
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6s | Hello. |
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7s | Welcome to the Age of Empires IV guide to Tuning Backs. |
11s | Here we're going to discuss what Tuning Backs are, how they function |
14s | and some things to keep in mind |
16s | when you're working with them. |
18s | So, first of all, what is a Tuning Pack? |
21s | A Tuning Pack is a set of data that Age of Empires IV |
24s | pulls from to determine things like unit statistics |
28s | and behavior and appearances and similar things. |
34s | It's important to note that |
35s | the game can only pull from one of these sets of data at a time. |
39s | So only one Tuning Pack can be active |
42s | on a game at a time. |
46s | The Tuning Pack works |
47s | by cloning data and overwriting the preexisting game |
52s | data with any new changes that the Tuning Pack makes. |
57s | When you first |
58s | open your Tuning Pack, it's going to look something similar to this. |
61s | You can see your Tuning Pack down here at the bottom of the scenario tree |
65s | and notice that it's blank. |
66s | There's nothing underneath it. |
68s | That's because it's currently not modifying anything. |
71s | You haven't cloned any data and you haven't made any changes to that data. |
75s | To clone a unit, for instance, to make changes to it, |
79s | you can go into the main data in the game and find your unit. |
84s | Let's say let's go find an English archer. |
87s | To clone the archer |
89s | right click and select clone and an interface will pop up. |
95s | You can make changes to the description. |
97s | And this is very important. |
99s | Make sure you check clone override parent settings. |
103s | This is going to ensure that your new archer |
106s | is going to overwrite the old archer. |
109s | Now press Okay. |
111s | And now you'll notice that your new archer is underneath your balance pack. |
115s | Now you're free to go in |
116s | and make any changes you want to this archer and save them. |
120s | And when this Tuning Pack is loaded, your new archer |
123s | will be the archer that the game uses. |
126s | And the old archer will be ignored. |
130s | When you're working with Tuning Packs, |
133s | you can open the attributes menu to access |
137s | any type of data that the Tuning Packs can modify. |
142s | But there are two main types |
144s | of data here that you're going to find yourself using the most. |
147s | And this is EBPS and SBPS. |
152s | EBPS stands for Entity Blueprints |
156s | and this contains all the unit's core statistics |
159s | like their movement, their hit points, their damage, |
163s | and a whole bunch of stuff similar to that. |
167s | SBPS stands for squad blueprints, |
172s | and this governs anything involving the artificial intelligence |
176s | of the unit, the behavior, how they behave in formations, |
180s | and things like that. |
185s | There's a couple of things you can do |
187s | while you're working with Tuning Packs that'll make your life much easier. |
191s | The first thing is to use the find in attributes |
196s | search function. |
197s | Click this and you can search for anything you want. |
200s | Let's search for Archer |
204s | and in the find results at the bottom |
206s | is every associated search result for Archer. |
210s | This is by far the most easy way |
213s | to search the vast amount of data available within the Tuning Pack. |
220s | The second thing is using spacebar. |
222s | Spacebar will drill down and open |
226s | the type of data that's associated with what you currently have selected. |
230s | So, for instance, if I go into SBPS and I want to see how the archer behaves |
235s | in a formation wedge, I press this and a press spacebar, and now |
238s | you're instantly taken to that data and you can begin making changes. |
244s | Well, that covers the basics of Tuning Packs. |
247s | Thank you for watching and happy modding. |