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The structure definitions kind of follow the BinData Ruby Gem declarations. They should be as readable as pseudo code though. More information on BinData can be found here.
Tag | Description | Validated | ||
---|---|---|---|---|
0x00 | ATTACK | |||
0x0b | RESIGN | + | ||
0x01 | STOP | + | ||
0x03 | MOVE | |||
0x6a | DELETE | + | ||
0x6b | ATTACKGROUND | |||
0x6c | TRIBUTE | + | ||
0x6e | ? | |||
0x6f | UNLOAD | |||
0x7a | SELL | + | ||
0x7b | BUY | + | ||
0x7f | TOWNBELL | + | ||
0x10 | WAYPOINT | |||
0x12 | STANCE | + | ||
0x13 | GUARD | + | ||
0x14 | FOLLOW | + | ||
0x15 | PATROL | |||
0x17 | FORMATION | + | ||
0x18 | SAVE | |||
0x64 | AI_TRAIN | |||
0x65 | TECH | |||
0x66 | BUILD | |||
0x67 | ? | |||
0x69 | WALL | |||
0x72 | ? | |||
0x73 | FLARE | |||
0x75 | GARRISON | |||
0x77 | TRAIN | |||
0x78 | GATHER | |||
0x80 | BACKTOWORK | |||
0xFF | GAMESTATS | UP only | ||
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What actions are not saved but only calculated on replay simulation?
- Reveal map is not saved but calculated on simulation replay.
- Pause is not saved, that is why chat messages that were sent during the pause are displayed nearly at once when replayed.
-
What actions are only saved for certain players, i.e., the owner of the recorded game?
- Viewpoints (for lock view) are only saved for the owner of the recorded game, together with the sychronization info.
- Object IDs are incremented. Every building, unit or resource gets an ID.
- Packing/unpacking of trebuchets is saved as ungarrison and garrison.