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khelvan
11-05-2004, 08:04
Apparently, some people did not have access to the comment text that was originally found in the file. Here it is, in all its glory.

;
; RTW Unit Details spreadsheet-generated unit descriptions
;

;Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
; dictionary The tag used to look up the on screen name
;
;Category and class define the rough type of the unit. They're used for setting some
;default attributes and for determining where units go in formation amongst other things
; category infantry, cavalry, siege, handler, ship or non_combatant
; class light, heavy, missile or spearmen
;
; voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. Only applies to infantry
; officer Name of officer model. There may be up to 0-3 officer lines per unit
; ship Type of ship used if applicable
; engine Type of siege engine used by unit
; animal The type of non ridden on animals used by the unit
; mount Type of animal or vehicle ridden on
;
; mount_effect Factors to add when in combat against enemy units that have the specified mounts
; Up to three factors may be specified, which may be classes of mount, or specific types
;
; attributes A miscellanious list of attributes and abilities the unit may have. Including
; sea_faring = can board ships
; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
;
; formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
; square, horde, phalanx, testudo, or wedge
;
; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
; Ridden horses and camels do not have separate hit points
;
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factor
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears. Phalanx capable units only
; prec = Missile weapon is only thrown just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_attr As per stat_pri_attr
;
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
;
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
;
; stat_heat Extra fatigue suffered by the unit in hot climates
;
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
; stat_mental The base morale level, followed by discipline and training
; discipline may be normal, low, disciplined or imperuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Ectra delay over that imposed by animation, hetween volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
; stat_ownership List of factions and cultures that may have this unit

WesW
03-29-2005, 14:22
It just so happens that I spent a couple of hours over the weekend studying the units text and re-writing the comments section to make it clearer and eliminate the confusing typos scattered about. You can consider it my first practical contribution to the mod if you want. The forum screws up the tabs and spaces I added in order to line things up, though, so I'll get the file to Aymar or khelvan sometime for them to post and/or integrate into their working file.

;Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on-screen name.
; dictionary The tag used to look up the on-screen name.
;
; category (infantry, cavalry, siege, handler, ship or non_combatant)
; class (light, heavy, missile or spearmen)
; Category and class define the basic unit type. They're used for setting some default attributes,
; and for determining where units are placed in a formation, amongst other things.
;
; voice_type The type of voice used by the unit (duh!)
;
; soldier Name of the soldier model to use (from descr_models_battle.txt),
; Number of ordinary soldiers in the unit,
; Number of extras attached to the unit (pigs, dogs, elephants, chariots, artillery pieces, etc.),
; Collision mass of the men. (1.0 is normal. This factor only applies to infantry.)
;
; officer If applicable. There may be 0-3 possible officer lines per unit, including:
; officer Name of officer model
; ship Type of ship used, if applicable
; engine Type of siege engine used by unit
; animal The type of non-ridden animal used by the unit (such as dogs)
; mount Type of animal or vehicle ridden on
;
; mount_effect If applicable. List of combat bonuses versus enemy units that use the specified mounts.
; Up to three factors may be specified, which may be classes of mount, or specific types (of animals?)
;
; attributes A miscellanious list of possible attributes and abilities the unit may have, including:
; sea_faring Can board ships
; can_sap Can dig tunnels under walls
; can_run_amok Unit may go out of control when riders lose control of animals
; general_unit The unit can be used for a named character's bodyguard
; no_custom The unit may not be selected in custom battles
; command The unit carries a legionary eagle, and gives bonuses to nearby units
; f_unit The unit is s mercenary unit available to all factions
; cantabrian_circle The unit has this special ability
; frighten_foot, frighten_mounted The unit causes fear to certain nearby unit types
; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere Defines where the unit can hide.
;
; formation close formation, Soldier spacing from side to side, then front to back (in metres)
; loose formation, Same two specifications as for close formation
; number of ranks, Default number of rows the unit begins in
; special formations (square, horde, phalanx, testudo, or wedge) Up to two may be specified.
;
; stat_health Hit points per man,
; hit points of mount or attached animal (if applicable).
; Note: Ridden horses and camels do not have separate hit points
;
; stat_pri Details of unit's primary weapon. Note: If the unit has a missile weapon, it must be the primary.
; attack factor,
; charging bonus factor,
; missile type fired, ("no" if not a missile weapon type)
; range of missile,
; rounds of ammunition,
; Weapon type, (melee, thrown, missile, or siege_missile)
; Tech type, (simple, other, blade, archery or siege)
; Damage type, (piercing, blunt, slashing or fire) Note: No longer used.
; Sound type, (none, knife, mace, axe, sword, or spear) Sound made when weapon hits
; Min delay between attacks. (in tenths of a second)
;
; stat_pri_attr Possible primary weapon attributes, including:
; launching The attack may throw target men into the air
; area The attack affects an area, not just one man
; ap (armour piercing) Negates half of target's armour
; bp (body piercing) Missile can pass through men and hit those behind
; thrown The missile type is thrown rather than fired
; prec Missile weapon is only thrown just before charging into combat
; spear Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; short_pike Uses shorter than normal pikes. (Phalanx-capable units only)
; long_pike Uses very long pikes. (Phalanx-capable units only)
;
; stat_sec Details of unit's secondary weapon, as per stat_pri (a value of "no" means no secondary weapon).
; Notes: If the unit has missile weapons, then the secondary weapon will be the one used for melee.
; If the unit has a primary melee weapon, it may also have a secondary melee side-arm.
; If the unit uses animals or vehicles, then the secondary weapon details refer to the attacks
; of said animals or vehicles.
;
; stat_sec_attr As per stat_pri_attr
;
; stat_pri_armour Details of the unit's defenses, including:
; armour factor,
; defensive skill factor, (only used in melee)
; shield factor, (only used for attacks from the front or left)
; sound type when hit (flesh, leather, or metal).
;
; stat_sec_armour Details of animal's or vehicle's defenses, as per stat_pri_armour, except that the shield entry is
; ommited. Note: ridden horses do not have a separate defensive stat.
;
; stat_heat Extra fatigue suffered by the unit in hot climates.
;
; stat_ground Combat modifiers on, from left to right, scrub, sand, forest, snow.
;
; stat_mental morale level,
; discipline, (low, normal, disciplined or impetuous) Impetuous units may charge without orders.
; training. Determines the tidiness of the unit's formation.
;
; stat_charge_distance Distance from the enemy that the unit will begin charging.
;
; stat_fire_delay Extra delay between volleys in addition to that imposed by animation.
;
; stat_food No longer used
;
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
;
; stat_ownership List of factions and cultures that may have this unit.

Big_John
03-31-2005, 03:00
is wes part of EB now? does this mean there'll be no medmod 4.0? :cry:

Aymar de Bois Mauri
03-31-2005, 14:47
is wes part of EB now? does this mean there'll be no medmod 4.0? :cry:For that you'll have to ask WesW himself.

The_Mark
04-02-2005, 14:22
; category (infantry, cavalry, siege, handler, ship or non_combatant)
; class (light, heavy, missile or spearmen)
; Category and class define the basic unit type. They're used for setting some default attributes,
; and for determining where units are placed in a formation, amongst other things.
There is actually one more valid unit class, skirmish. It is unused in EDU but it is used in descr_formations_ai and all needed text strings exist. Dunno why it wasn't used.