In a giant leap forward for the Kane's Wrath community, EA has decided to release all the XML files for Kane's Wrath to the select few who are working on a mod SDK for this game. At this point in time, EA in general and Apoc more specifically is not able to release all these files to the general public, but you can rest assured that they will get into the right hands for the benefit of the community . . .
In addition to the mod SDK team using these files for our shared benefit, Eph2.8-9 will be working to incorporate the data into an up-to-date and even more presentable form. Stay tuned!
This awesome announcement was posted by MrPaul with the promise that there would be updated files delivered to you by yours truly. Well, that promise has been fulfilled, because after hours of feverish de-coding and collaboration with R Schneider, there are updated 1.02 files available for your perusal below! Attached to this post is a ZIP file with 3 Excel spreadsheets that contain the 1.02 armor values, upgrade costs/research times, and support power/ability cooldown times and costs. We have also placed the upgrade and support power information in a list at the bottom of the post.
EALA has generously allowed select Gamereplays.org staff access to the 1.02 XML files and we have been working very hard to bring you the information as quickly and in a user-friendly manner. Our thanks go to Aaron "Apoc" Kaufman and Jeremy "JFeasel" Feasel for helping make this possible.
Frequently Asked Questions Q: I can haz XML files? A: Sadly, no, unless you are heavily involved in a modding effort. At this time, Gamereplays.org staff has not been authorized by EA to make the 1.02 XML files public, and even most of the staff does not have direct access to the files at this time. And frankly, as much as we love you all, we would love for a certain vertically-challenged community manager to keep liking us and making stuff like this possible. Don't bite the hand that feeds.
Q: I'm working on a MOD SDK for Kane's Wrath. Now can I have the XML files? A: Qualified yes. Apoc is definitely for unofficial SDK efforts, but we have to exercise discretion as far as who gets what in order to stick by our agreement with EALA. That said, the person to contact on that is none other than Referee MrPaul.
Q: The files you released don't have {substitute your favorite Kane's Wrath-related statistic here}. Can I have that? A: Qualified yes. One, there is lots more awesome coming your way courtesy of Eph2.8-9 that uses information derived from the XML files, so that may alleviate a lot of questions. If you have a pressing and simple request for information here that you can't wait to have answered, leave a post here asking politely for what you need, or send a PM to either Eph2.8-9 or R_Schneider. We'll do what we can, but some things are harder to get and take more time. Asking for the damage values of every T-59 unit is unrealistic. Asking for the damage of the T-59 Seeker is much more feasible. Also, stay tuned for the "lots more awesome."
Q: Are the spreadsheets obtained directly from the XML files? A: Qualified no. The data in them is directly from the XML files, but there's been some creative editing to improve the readability and clarity of the information. For one, a lot of the unit names in the XML are not the actual in-game names. (Example: the Reckoner is actually a "BunkerTruck") Where possible, those have been changed to the in-game names, especially for the Armor and Upgrade spreadsheets. Also, a lot of extraneous information has been removed (single-player, meta objects) from the Excel files in order to prevent confusion. So, the Excel sheets are not just raw imports of the XML files. That's bad if you had some devious plan to reverse-engineer the data and hack Kane's Wrath. It's good if you didn't want to sift through all that to find what you wanted.
Q: Is there any order at all to those spreadsheets? Yes. Read carefully
Armor is sorted by faction, and then loosely by game order. Think of your build tabs from Structure to Aircraft, left to right, and that's a general guide to the Armor layout.
Upgrades is sorted alphabetically. In English.
Support Powers is sorted alphabetically, but some of the names do not line up well with the in-game names. We may fix that later.
Q: I don't have Excel. What do I do? A: All the information in the Excel sheets and some that isn't has been placed in the forum posts below by myself and R Schneider. The Excel sheets are a simpler, easier-to-read format, but not necessary. If you don't have Excel but still want to see the spreadsheets, we recommend OpenOffice, a free Office suite that will open most Microsoft formats, including Excel.
Q: Something is missing/I've found a mistake. Who do I talk to? A: Inconceivable! Okay, not really. If this is the case, leave a post here or PM Eph2.8-9.
To associate an armor class from the previous post to a game unit or structure, use the following table. The key of the table is the unit or structure ID, followed by the list of applicable armor templates.
I'm putting it into the List of Everything, but do you want a text-only list as well?
Edit. OK, never mind, here it is. There are several caveats. Subfaction stuff that is missing a value might inherit it from the original item (like the ZOrca's hitpoints). Infantry is tricky: It comes in "hordes", and the hitpoints are only given for the individual horde member, and I'm not listing the size of the horde. Costs, on the other hand, may be given for each horde member, but then may be overridden by the cost of the total squad. Just watch out, you'll see what's going on.
Hitpoints and cost
ID: ABAVTower. Cost: 400, Hit points: 1500.0
ID: ABTower. Cost: 1, Hit points: 6000.0
ID: AlienAnnihilatorTripodHusk. Hit points: 2000
ID: AlienAnnihilatorTripod. Cost: 3000
ID: AlienAssimilator. Cost: 500, Hit points: 75.0
ID: AlienBlinkMastermind. Cost: 2500, Hit points: 1250
ID: AlienBuzzerHive. Cost: 600, Hit points: 1600
ID: AlienBuzzers. Cost: 200, Hit points: 112.0
ID: AlienControlCenter. Cost: 1500, Hit points: 5000.0
ID: AlienCorrupter. Cost: 1000, Hit points: 3000
ID: AlienCustomizableVehicle. Cost: 1400
ID: AlienDevastatorWarship. Cost: 2400
ID: AlienDevourerTank. Cost: 1600, Hit points: 3200
ID: AlienDronePlatform. Cost: 3500, Hit points: 20000
ID: AlienEradicatorHexapod. Cost: 5000, Hit points: 15000.0
ID: AlienExplorer. Cost: 1500, Hit points: 2000.0
ID: AlienFoundry. Cost: 1500, Hit points: 3000.0
ID: AlienGateway. Cost: 2000, Hit points: 10000.0
ID: AlienGiantTiberiumRockFiringMechanism. Hit points: 600000.0
ID: AlienGunWalker. Cost: 700
ID: AlienHarvester. Cost: 1600, Hit points: 5000.0
ID: AlienInvaderFighter. Cost: 10, Hit points: 550
ID: AlienLightningSpike. Cost: 1000, Hit points: 3000.0
ID: AlienMCVUnpacking. Cost: 3000, Hit points: 5000.0
ID: AlienMCV. Cost: 3500, Hit points: 5000
ID: AlienMastermind. Cost: 2500, Hit points: 1250
ID: AlienMillipedeBody. Cost: 1400
ID: AlienMillipedeHead. Cost: 1400
ID: AlienMiniMCVOutpost. Cost: 1500, Hit points: 2000.0
ID: AlienMiniMCVOutpost. Cost: 1500, Hit points: 2300.0
ID: AlienMiniTiberiumRockFiringMechanism_01. Hit points: 600000.0
ID: AlienMiniTiberiumRockFiringMechanism_02. Hit points: 600000.0
ID: AlienMothership. Cost: 5000, Hit points: 30000
ID: AlienPhotonCannon. Cost: 1200, Hit points: 4000
ID: AlienPlanetaryAssaultCarrier. Cost: 3000
ID: AlienPlasmaMissileBattery. Cost: 800, Hit points: 7000
ID: AlienPortal. Cost: 600, Hit points: 3000.0
ID: AlienPowerProjector. Cost: 600, Hit points: 4000.0
ID: AlienRazorDroneSquad. Cost: 300
ID: AlienRazorDrones. Cost: 60, Hit points: 70
ID: AlienReactor. Cost: 4000, Hit points: 10000.0
ID: AlienReconstructionBaseSpawned. Cost: 0, Hit points: 7500
ID: AlienRiftGenerator. Cost: 5000, Hit points: 20000
ID: AlienSeekerTank. Cost: 800
ID: AlienShockTrooperSquad. Cost: 800
ID: AlienShockTrooper. Cost: 333, Hit points: 300
ID: AlienSignalTransmitter. Cost: 3000, Hit points: 3000.0
ID: AlienSporePod. Cost: 1500, Hit points: 1000.0
ID: AlienStalkerSquad. Cost: 1200
ID: AlienStalker. Cost: 333, Hit points: 300
ID: AlienStatisChamber. Cost: 1200, Hit points: 3000.0
ID: AlienStormColumn. Cost: 3000, Hit points: 6400
ID: AlienStormrider. Cost: 1500, Hit points: 2800
ID: AlienTibHive. Cost: 1100, Hit points: 1000.0
ID: AlienTiberiumTower. Cost: 3000, Hit points: 10000
ID: AlienWallHub. Cost: 100, Hit points: 1500
ID: AlienWallSegment. Cost: 100, Hit points: 1500
ID: AlienWarpBeacon. Cost: 1000, Hit points: 6000
ID: BlackHandConfessorSquad. Cost: 400
ID: BlackHandCustomWarmech. Cost: 3000
ID: BlackHandCyborgInfantrySquad. Cost: 1800
ID: BlackHandDecoyTempleOfNOD. Cost: 1000, Hit points: 2000.0
ID: BlackHandDisruptionTower. Cost: 500, Hit points: 3000.0
ID: BlackHandHarvester. Hit points: 5200.0
ID: BlackHandShadowSquad. Cost: 800
ID: BlackHandShadow. Cost: 200, Hit points: 300
ID: BlackHandStealthTank. Cost: 1200, Hit points: 1875
ID: BlackHandVertigo. Cost: 2300, Hit points: 3000
ID: GDIAABattery. Cost: 800, Hit points: 7000
ID: GDIAAScout. Cost: 1000, Hit points: 3400
ID: GDIAPC. Cost: 700, Hit points: 2800
ID: GDIAirSupport. Cost: 500, Hit points: 2000.0
ID: GDIAirTower. Cost: 1000, Hit points: 4000.0
ID: GDIArmory. Cost: 4000, Hit points: 10000.0
ID: GDIBarracks. Cost: 500, Hit points: 3000.0
ID: GDIBattleBase. Cost: 2000, Hit points: 5500
ID: GDICarrier. Cost: 400, Hit points: 650.0
ID: GDICommandPost. Cost: 1500, Hit points: 5000.0
ID: GDICommando. Cost: 2000, Hit points: 500
ID: GDIConstructionYard. Cost: 3500, Hit points: 20000.0
ID: GDICrane. Cost: 1500, Hit points: 3000.0
ID: GDIDigInBuilding. Cost: 100, Hit points: 2000.0
ID: GDIDropship. Cost: 10, Hit points: 220.0
ID: GDIEngineer. Cost: 500, Hit points: 75.0
ID: GDIFireHawk. Cost: 1500, Hit points: 2625
ID: GDIGolumCannon. Cost: 1200, Hit points: 5000
ID: GDIGrenadeSoldierSquad. Cost: 800
ID: GDIGrenadeSoldier. Cost: 200, Hit points: 312
ID: GDIHammerhead. Cost: 1500, Hit points: 2500
ID: GDIHarvester. Cost: 1600, Hit points: 5000
ID: GDIIonCannonControl. Cost: 5000, Hit points: 20000.0
ID: GDIJuggernaughtHusk. Hit points: 2000
ID: GDIJuggernaught. Cost: 2200, Hit points: 5000
ID: GDIMARV. Cost: 5000, Hit points: 19500
ID: GDIMCV. Cost: 3500, Hit points: 5000
ID: GDIMammoth. Cost: 2500, Hit points: 11500
ID: GDIMechanic. Cost: 0, Hit points: 100.0
ID: GDIMedicalBay. Cost: 1000, Hit points: 3000.0
ID: GDIMiniMCVOutpost. Cost: 1500, Hit points: 2000.0
ID: GDIMiniMCVOutpost. Cost: 1500, Hit points: 2300.0
ID: GDIMiniOrca. Cost: 10, Hit points: 500
ID: GDIMissileSoldierSquad. Cost: 400
ID: GDIMissileSoldier. Cost: 200, Hit points: 300
ID: GDIMultUpgradeCent. Cost: 2000, Hit points: 3000.0
ID: GDIOrca. Cost: 1100, Hit points: 1800
ID: GDIOrca_Airstrike. Cost: 500, Hit points: 3000
ID: GDIOrca_BombingRun. Cost: 500, Hit points: 3000
ID: GDIPillBox. Cost: 250, Hit points: 3000.0
ID: GDIPitbull. Cost: 700, Hit points: 1450
ID: GDIPowerPlant. Cost: 700, Hit points: 4000.0
ID: GDIPredator. Cost: 1100, Hit points: 3400
ID: GDIRefinery. Cost: 3000, Hit points: 10000.0
ID: GDIRifleSoldierSquad. Cost: 300
ID: GDIRifleSoldier. Cost: 50, Hit points: 75.0
ID: GDIRig. Cost: 2000, Hit points: 2000
ID: GDISniperSquad. Cost: 1000
ID: GDISniper. Cost: 1000, Hit points: 150
ID: GDISonicTank. Cost: 1500, Hit points: 3400
ID: GDISpaceCommandUplink. Cost: 3000, Hit points: 3000.0
ID: GDISpotter. Cost: 10, Hit points: 150
ID: GDISuperSonicAirAttack. Hit points: 999999
ID: GDISurveyor. Cost: 1500, Hit points: 2000.0
ID: GDITerraformingStation. Cost: 2000, Hit points: 7000
ID: GDITiberiumSilo. Cost: 100, Hit points: 1000.0
ID: GDITiberiumSilo. Cost: 500, Hit points: 1000.0
ID: GDIV35Ox. Cost: 10, Hit points: 2500.0
ID: GDIV35Ox. Cost: 10, Hit points: 750.0
ID: GDIWallHub. Cost: 100, Hit points: 1500
ID: GDIWallSegment. Cost: 100, Hit points: 1500
ID: GDIWarFactory. Cost: 2000, Hit points: 10000.0
ID: GDIWatchTower. Cost: 600, Hit points: 2400
ID: GDIZoneTrooperSquad. Cost: 1300
ID: GDIZoneTrooper. Cost: 313, Hit points: 240
ID: MG_Alien_Hive. Cost: 3000, Hit points: 10000.0
ID: MG_Alien_LifeFormPlant. Cost: 100, Hit points: 4000.0
ID: MG_Alien_TerraformingNexus. Cost: 100, Hit points: 4000.0
ID: MG_Alien_Tower. Cost: 1, Hit points: 4000.0
ID: MG_GDI_ASATDefense. Cost: 100, Hit points: 10000.0
ID: MG_GDI_IntelCenter. Cost: 100, Hit points: 650.0
ID: MG_GDI_ReclamatorHub. Cost: 3000, Hit points: 10000.0
ID: MG_GDI_TiberiumProcessingPlant. Cost: 100, Hit points: 650.0
ID: MG_NOD_DisruptionGenerator. Cost: 3000, Hit points: 24000.0
ID: MG_NOD_TemplePrime. Cost: 3000, Hit points: 6000.0
ID: MG_NOD_TiberiumForge. Cost: 3000, Hit points: 6000.0
ID: MG_NOD_WarmechFacility. Cost: 3000, Hit points: 10000.0
You're allowed to post up all the data within the XMLs but are not allowed to post the XMLs themselves? I literally facepalmed. The only purpose that serves is slowing down the modders.
Anyway R Schneider I toast your achievements.
This post has been edited by Oroibahazopi: Oct 17 2009, 15:26 PM
You're allowed to post up all the data within the XMLs but are not allowed to post the XMLs themselves? I literally facepalmed. The only purpose that serves is slowing down the modders.
Anyway R Schneider I toast you achievements.
That's correct, to an extent. We cannot post the XML files themselves, but we can send them to people who are working on the MOD SDK. This has come down straight from EA, so that's what we have to go with.
You're allowed to post up all the data within the XMLs but are not allowed to post the XMLs themselves? I literally facepalmed. The only purpose that serves is slowing down the modders.
Well, there is a huge difference between the one or two values we're listing here and the entire game object XML files, which contain the entire game logic. So the non-distribution condition certainly prevents us from making the KW game logic public.
On the other hand, you're perfectly right that one can hardly make a mod unless one has the original XML files to start with. I imagine that if you are serious about making a mod, you might get permission to have the XML files, but they're not openly lying around for anyone to have a look -- which is quite a shame, since lots of people only get into modding after playing around and seeing what can be done. I don't claim to understand the reasoning behind this restriction (or the reason behind not wanting there to be an SDK).
QUOTE(Oroibahazopi @ Oct 17 2009, 16:20 PM)
Anyway R Schneider I toast your achievements.
Thanks :-) When dealing with XML, it's always good to use some XSLT!
Well, there is a huge difference between the one or two values we're listing here and the entire game object XML files, which contain the entire game logic. So the non-distribution condition certainly prevents us from making the KW game logic public.
Forgive my cynicism, but my confidence in the laziness of the devs makes me question just how different the logic is between KW and TW.
Also with official data reverse engineering becomes possible, that was my only point.
QUOTE
Thanks :-) When dealing with XML, it's always good to use some XSLT!
This post has been edited by Oroibahazopi: Oct 17 2009, 15:47 PM
Forgive my cynicism, but my confidence in the laziness of the devs makes me question just how different the logic is between KW and TW.
Well, that you can try for yourself -- take the TW SDK, compile stuff and make your own "TW Mod" for KW :-) I'm sure that most of the KW game logic has been copy-pasted from TW (times three, for each subfaction) and suitably modified to create KW, but nonetheless the entire body of work is something they don't want to disclose publicly. There's a little bit about the enhancements of the KW engine in this thread.
QUOTE(Oroibahazopi @ Oct 17 2009, 16:46 PM)
Also with official data reverse engineering becomes possible, that was my only point. ^_^
I should seriously doubt that. Give it a try, see for yourself!
This post has been edited by R Schneider: Oct 17 2009, 15:55 PM
In a giant leap forward for the Kane's Wrath community, EA has decided to release all the XML files for Kane's Wrath to the select few who are working on a mod SDK for this game. At this point in time, EA in general and Apoc more specifically is not able to release all these files to the general public, but you can rest assured that they will get into the right hands for the benefit of the community . . .
In addition to the mod SDK team using these files for our shared benefit, Eph2.8-9 will be working to incorporate the data into an up-to-date and even more presentable form. Stay tuned!
This awesome announcement was posted by MrPaul with the promise that there would be updated files delivered to you by yours truly. Well, that promise has been fulfilled, because after hours of feverish de-coding and collaboration with R Schneider, there are updated 1.02 files available for your perusal below! Attached to this post is a ZIP file with 3 Excel spreadsheets that contain the 1.02 armor values, upgrade costs/research times, and support power/ability cooldown times and costs. We have also placed the upgrade and support power information in a list at the bottom of the post.
EALA has generously allowed select Gamereplays.org staff access to the 1.02 XML files and we have been working very hard to bring you the information as quickly and in a user-friendly manner. Our thanks go to Aaron "Apoc" Kaufman and Jeremy "JFeasel" Feasel for helping make this possible.
Frequently Asked Questions
Q: I can haz XML files?
A: Sadly, no, unless you are heavily involved in a modding effort. At this time, Gamereplays.org staff has not been authorized by EA to make the 1.02 XML files public, and even most of the staff does not have direct access to the files at this time. And frankly, as much as we love you all, we would love for a certain vertically-challenged community manager to keep liking us and making stuff like this possible. Don't bite the hand that feeds.
Q: I'm working on a MOD SDK for Kane's Wrath. Now can I have the XML files?
A: Qualified yes. Apoc is definitely for unofficial SDK efforts, but we have to exercise discretion as far as who gets what in order to stick by our agreement with EALA. That said, the person to contact on that is none other than Referee MrPaul.
Q: The files you released don't have {substitute your favorite Kane's Wrath-related statistic here}. Can I have that?
A: Qualified yes. One, there is lots more awesome coming your way courtesy of Eph2.8-9 that uses information derived from the XML files, so that may alleviate a lot of questions. If you have a pressing and simple request for information here that you can't wait to have answered, leave a post here asking politely for what you need, or send a PM to either Eph2.8-9 or R_Schneider. We'll do what we can, but some things are harder to get and take more time. Asking for the damage values of every T-59 unit is unrealistic. Asking for the damage of the T-59 Seeker is much more feasible. Also, stay tuned for the "lots more awesome."
Q: Are the spreadsheets obtained directly from the XML files?
A: Qualified no. The data in them is directly from the XML files, but there's been some creative editing to improve the readability and clarity of the information. For one, a lot of the unit names in the XML are not the actual in-game names. (Example: the Reckoner is actually a "BunkerTruck") Where possible, those have been changed to the in-game names, especially for the Armor and Upgrade spreadsheets. Also, a lot of extraneous information has been removed (single-player, meta objects) from the Excel files in order to prevent confusion. So, the Excel sheets are not just raw imports of the XML files. That's bad if you had some devious plan to reverse-engineer the data and hack Kane's Wrath. It's good if you didn't want to sift through all that to find what you wanted.
Q: Is there any order at all to those spreadsheets?
Yes. Read carefully
- Armor is sorted by faction, and then loosely by game order. Think of your build tabs from Structure to Aircraft, left to right, and that's a general guide to the Armor layout.
- Upgrades is sorted alphabetically. In English.
- Support Powers is sorted alphabetically, but some of the names do not line up well with the in-game names. We may fix that later.
Q: I don't have Excel. What do I do?A: All the information in the Excel sheets and some that isn't has been placed in the forum posts below by myself and R Schneider. The Excel sheets are a simpler, easier-to-read format, but not necessary. If you don't have Excel but still want to see the spreadsheets, we recommend OpenOffice, a free Office suite that will open most Microsoft formats, including Excel.
Q: Something is missing/I've found a mistake. Who do I talk to?
A: Inconceivable! Okay, not really. If this is the case, leave a post here or PM Eph2.8-9.
Upgrades
GDI
Nod
Scrin
Support powers
GDI
Nod
Scrin
- Stasis Shield, Cost: 2000, Recharge time: 360s
- Reconstruction Drones, Cost: 1500, Recharge time: 90s
- Tiberium Vibration Scan, Cost: 300, Recharge time: 60s
- The Swarm, Cost: 1500, Recharge time: 150s
- Lightning Spike, Cost: 1500, Recharge time: 120s
- Ichor Seed, Cost: 1000, Recharge time: 200s
- Infestation, Cost: 1000, Recharge time: 120s
- Phase Field, Cost: 1500, Recharge time: 180s
- Temporal Wormhole, Cost: 1200, Recharge time: 360s
- Wormhole, Cost: 2000, Recharge time: 240s
- Mothership, Cost: 5000, Recharge time: 150s
- Overlord’s Wrath, Cost: 4000, Recharge time: 420s
- Shock Pods, Cost: 3000, Recharge time: 90s
- Rift, Cost: 0, Recharge time: 420s
Thanks to R_Schneider for creating these lists.This post has been edited by Eph2.8-9: Oct 17 2009, 15:30 PM
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