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Age of Empires 2: The Conquerors โ€” Savegame File Format Specification

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Table of Contents

Structure Definitions

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.

Synchronization

Messaging

Gameplay Actions

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

FAQ

  1. 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.
  2. 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.

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