Posted March 10, 2022
aloeser: Nice post, lots of valuable information!
Some time ago I started with a friend trying to rewrite Etherlords 2 from scratch in C# and Unity. We got some basic combat logic working, and managed to (partially) extract the game's 3d models, but it's faaaar from done, and kinda frozen since I started working full time recently.
Your approach sounds much more promising tho :D I'll look into the ini2reg converter, as long as there is a spec of the reg format it should not be too hard to write a parser/converter. I'll add you as friend, maybe we can switch to some other communication platform such as discord or maybe steam :)
Thanks :) Some time ago I started with a friend trying to rewrite Etherlords 2 from scratch in C# and Unity. We got some basic combat logic working, and managed to (partially) extract the game's 3d models, but it's faaaar from done, and kinda frozen since I started working full time recently.
Your approach sounds much more promising tho :D I'll look into the ini2reg converter, as long as there is a spec of the reg format it should not be too hard to write a parser/converter. I'll add you as friend, maybe we can switch to some other communication platform such as discord or maybe steam :)
Rewriting the game from scratch sounds terrific, but also far too time-consuming :D Especially because my main goal is to mod the first part, so i can co-op with others against some ai ;)
Luckily the process works for both games, and i got some help from the guys at the russian forum - the extraction and conversion works, and i have described it a bit further in this git-repo: https://github.com/SomeSkull/EtherlordsModding. Unlike my original post i would recommend using the EIPacker instead of the MagicPacker, because the guys modding Evil Islands are still maintaining it, and it worked for both file formats for me.
Unfortunately, one thing doesn't work as i expected it: adding new spells. It works for the menus, overworld and even adding them to the deck. But unfortunately in combat the game seems to check the spell id and crashes if it can't find it. So to add new spells we would have to create a code cave, but the last time i programmed something in C/C++ was quite a few years ago, so i don't know if i can actually create this in my free time.