Difference between revisions of "MTW Unit Prod File"
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== Column names and effects == | == Column names and effects == | ||
− | These are the | + | These are the columns described in the unit_prod file. |
=== Name/Identifier === | === Name/Identifier === | ||
− | This is the internal name of the unit. The location files may give the unit a different name for the player. | + | This is the internal name of the unit. The location files may give the unit a different name for the player within the game, but the unit is referred to in the startpos files with this name. |
=== Unit Type === | === Unit Type === | ||
Different capabilities based on the entries. Hardcoded abilities with ships and agents. | Different capabilities based on the entries. Hardcoded abilities with ships and agents. | ||
− | + | INFANTRY, ARTILLERY, CAVALRY, MOUNT, SHIP, ASSASSIN, SPY, EMISSARY, BISHOP, CARDINAL, INQUISITOR, GRAND_INQUISITOR, PRIEST, ORTHODOX_BISHOP, MULLAH, ULAMA, PRINCESS, CRUSADE, JIHAD | |
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− | |||
− | |||
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− | |||
− | |||
− | |||
=== Cost Integer === | === Cost Integer === | ||
Line 53: | Line 35: | ||
=== General Candidate === | === General Candidate === | ||
− | Used to determine the chances of a general present in unit. | + | Used to determine the chances of a general present in unit. Used to keep army generals from appearing in the artillery crews. PREFERRED, OK, or DISCOURAGED. |
− | |||
− | |||
− | |||
=== Rebelling Troop Mixes === | === Rebelling Troop Mixes === | ||
Line 65: | Line 44: | ||
=== Region ID Troop Advantage === | === Region ID Troop Advantage === | ||
− | + | Specifies which provinces will give the unit a +1 valour bonus if recruited/retrained in the province. Some of these are hidden in the game, as the province scrolls will only show 1 unit, and if the province is the first one listed. | |
=== Dojo Advantage === | === Dojo Advantage === | ||
Line 71: | Line 50: | ||
=== Unit Choices (AI) === | === Unit Choices (AI) === | ||
− | Affects the | + | Affects the recruitment weighting chances for the unit based on AI faction personality. |
=== Unit Specialty Building Influences === | === Unit Specialty Building Influences === | ||
Line 77: | Line 56: | ||
=== Buildings Necessary === | === Buildings Necessary === | ||
− | + | Specifies the building requirements to recruit/retrain the unit. | |
=== Unit Class === | === Unit Class === | ||
− | Roles the unit can be good at. | + | Roles the unit can be good at, used by the AI to determine how to used them in combat. |
=== Morale Bonus === | === Morale Bonus === | ||
Line 86: | Line 65: | ||
=== Applicable Periods === | === Applicable Periods === | ||
− | + | Specifies the time periods that the unit can be recruited/retrained in. EARLY, HIGH, LATE, or ALL_PERIODS. | |
− | |||
− | |||
− | |||
− | |||
=== Scaleable === | === Scaleable === | ||
− | + | Specifies if the unit scales with the unit size selected for the game. This is set to no for royal units and artillery crews in vanilla. | |
=== Stats and General Info === | === Stats and General Info === | ||
− | + | 22 columns denoting various features of the unit. The column entries are set with ATTRIBUTE(VALUE). | |
==== HEIGHT ==== | ==== HEIGHT ==== | ||
+ | Height of the unit's troop model? | ||
+ | |||
==== RADIUS ==== | ==== RADIUS ==== | ||
+ | Radius occupied around the center of the model? | ||
+ | |||
==== SCALE ==== | ==== SCALE ==== | ||
+ | Scaling factor of the unit's model? | ||
+ | |||
==== PROJECTILE_TYPE ==== | ==== PROJECTILE_TYPE ==== | ||
+ | Indicates if the unit is equipped with a particular missile weapon. This value is hardcoded to match an entry in the [[MTW Projectile Stats|PROJECTILESTATS.TXT]] file. | ||
+ | |||
==== SAMURAI ==== | ==== SAMURAI ==== | ||
+ | Specifies if this unit is Elite. | ||
+ | |||
==== MARCH_SPEED ==== | ==== MARCH_SPEED ==== | ||
+ | Specifies the march speed of the unit. | ||
+ | |||
==== RUN_SPEED ==== | ==== RUN_SPEED ==== | ||
+ | Specifies the running speed of the unit. | ||
+ | |||
==== CHARGE_SPEED ==== | ==== CHARGE_SPEED ==== | ||
+ | Specifies the charging speed of the unit. | ||
+ | |||
==== MIN_TURNSPEED ==== | ==== MIN_TURNSPEED ==== | ||
+ | Lowest speed necessary to begin a turn? | ||
+ | |||
==== MAX_TURNSPEED ==== | ==== MAX_TURNSPEED ==== | ||
+ | Highest speed possible when turning? | ||
+ | |||
==== TURN_TO_MOTION_SPEED ==== | ==== TURN_TO_MOTION_SPEED ==== | ||
+ | Speed while turning? | ||
+ | |||
==== MAX_INMOTION_TURN ==== | ==== MAX_INMOTION_TURN ==== | ||
+ | ? | ||
+ | |||
==== FORMATION_WIDTH_SPACING ==== | ==== FORMATION_WIDTH_SPACING ==== | ||
+ | Distance between models within a rank when the unit is in formation. | ||
+ | |||
==== FORMATION_LENGTH_SPACING ==== | ==== FORMATION_LENGTH_SPACING ==== | ||
+ | Distance between ranks when the unit is in formation. | ||
+ | |||
==== ENGAGEMENT_THRESHOLD ==== | ==== ENGAGEMENT_THRESHOLD ==== | ||
+ | Weighting factor used to determine whether the unit will engage a unit that comes near it. | ||
+ | |||
==== CHARGE_BONUS ==== | ==== CHARGE_BONUS ==== | ||
+ | The unit's charge bonus added into the kill chance when the unit is charging. | ||
+ | |||
==== MELEE_BONUS ==== | ==== MELEE_BONUS ==== | ||
+ | The unit'sbase attack value used in the kill chance computation. | ||
+ | |||
==== DEFENCE_BONUS ==== | ==== DEFENCE_BONUS ==== | ||
+ | The unit's base defense value used in the kill chance computation. | ||
+ | |||
==== ARMOUR_LEVEL ==== | ==== ARMOUR_LEVEL ==== | ||
+ | The unit's base armour level (with shield?). | ||
+ | |||
==== HONOUR_LEVEL ==== | ==== HONOUR_LEVEL ==== | ||
+ | The unit's base morale. | ||
+ | |||
==== AMMO ==== | ==== AMMO ==== | ||
+ | If the unit has missile weapons, the number of shots is specified here. | ||
+ | |||
==== FORMATIONS_PREFERRED_NUM_ROWS ==== | ==== FORMATIONS_PREFERRED_NUM_ROWS ==== | ||
+ | The number of ranks the AI will set the unit in. | ||
+ | |||
=== Invisible === | === Invisible === | ||
− | + | Specifies if the unit can hide anywhere, as opposed to just in woods. | |
=== Unit Specialties === | === Unit Specialties === | ||
− | No idea. | + | No idea. AI preference for garrisons? |
=== Tooltip Labels === | === Tooltip Labels === | ||
Line 130: | Line 149: | ||
=== Mount Type === | === Mount Type === | ||
− | + | Specifies the mount type of a cavalry unit (used for graphical depictions?). NONE, HORSE, or CAMEL. | |
− | |||
=== Body Type === | === Body Type === | ||
+ | Used for graphical depiction of the unit. | ||
=== Faction Leader === | === Faction Leader === | ||
Line 142: | Line 161: | ||
=== Region Label === | === Region Label === | ||
− | Regions that the unit can be recruited/retrained in. | + | Regions that the unit can be recruited/retrained in. This is used to restrict recruitment/retraining of region-specific units to their historical provinces. |
=== Formation Suitability === | === Formation Suitability === | ||
− | Determines where in the formations the unit will be placed. | + | Determines where in the combat deployment formations the unit will be placed. |
=== Task Suitability === | === Task Suitability === | ||
− | + | Not used. | |
=== Culture === | === Culture === | ||
− | Culture that the unit is available to. | + | Culture that the unit is available to. To recruit this unit, a faction must belong to the specified culture(CATHOLIC, MUSLIM, ORTHODOX, or PAGAN). |
=== Ship Info === | === Ship Info === | ||
− | + | Specifies the statistics of [[MTW Ships|ship]] units. They are listed in the order of "range, attack, defense, speed, strength". | |
=== Supporting Ranks === | === Supporting Ranks === | ||
− | The number of ranks capable of supporting action in combat. | + | The number of ranks capable of supporting action in combat. This is set to 2 ranks for spears, and 4 ranks for pikes. |
=== Morale Effects === | === Morale Effects === | ||
− | *DISCIPLINED | + | Specifies if the unit is subject to specific discipline rules. |
− | *UNCONTROLLED | + | *DISCIPLINED - This specifies that the unit is Disciplined. |
+ | *UNCONTROLLED - This specifies that the unit is Impetuous. | ||
=== Unit Spacing === | === Unit Spacing === | ||
=== Shield Type === | === Shield Type === | ||
− | *NONE | + | The type of shield and the protective value added to defense that the unit uses. The protective bonus can be modified by the next two fields. |
− | *SMALL | + | *NONE: no defense bonus |
− | *LARGE | + | *SMALL: +1 defense |
− | *PAVISE | + | *LARGE: +2 defense |
− | *CAV | + | *PAVISE: +3 defense |
+ | *CAV: +1 defense | ||
=== Melee with Shield === | === Melee with Shield === | ||
− | + | Specifies whether the unit uses it's shield in melee. This is used to eliminate the melee combat shield bonus for units using two-handed weapons. | |
=== Shield Modifier === | === Shield Modifier === | ||
− | Multiplier for the shield rating, used for balancing/graphics purposes. | + | Multiplier for the shield rating, used for balancing/graphics purposes. A value between 0 and 1, multiplied against the protective value of the unit's shield type. |
=== Armour Piercing Weapon === | === Armour Piercing Weapon === | ||
− | + | Specifies whether the unit has an armour piercing melee attack. | |
=== Cavalry Attack Bonus === | === Cavalry Attack Bonus === | ||
− | Unit attack bonus giving when fighting against cavalry. +1 for spearmen, +2 for pikemen, +3 for polearms/halberdiers. | + | Unit attack bonus giving when fighting against cavalry. +1 for spearmen, +2 for pikemen, +3 for polearms/halberdiers are in place in the vanilla game. |
=== Cavalry Defense Bonus === | === Cavalry Defense Bonus === | ||
− | Unit defense bonus when fighting cavalry. +1 for polearms/halberdiers, +4 for spearmen, +6 for pikemen. | + | Unit defense bonus when fighting cavalry. +1 for polearms/halberdiers, +4 for spearmen, +6 for pikemen are in place for the vanilla game. |
=== Feared Units === | === Feared Units === | ||
− | Units that this unit fears. | + | Units that this unit fears. This is used to determine whether the fear penalties are applied in combat. |
=== Zeal Effects === | === Zeal Effects === | ||
Line 194: | Line 215: | ||
=== Faith Effects === | === Faith Effects === | ||
− | Affect on province religious faiths when the unit is situated in a province (agents only?). | + | Affect on province religious faiths when the unit is situated in a province (agents only?). This is used to determine how well the unit propagates the various faiths. All of the [[MTW Religion|religions]] can be affected from this column, not just the main 4 cultures. |
=== Dismounts to === | === Dismounts to === | ||
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=== Dismount in open battle === | === Dismount in open battle === | ||
− | + | Specifies if a cavalry unit can be dismounted for any battle, or just for siege battles. | |
=== Weapon type === | === Weapon type === | ||
− | Melee weapon type (for animations?) | + | Melee weapon type (for animations?) SWORD, SPEAR, AXE, CLUB are defined. |
− | |||
− | |||
− | |||
− | |||
=== Mercenary Unit === | === Mercenary Unit === | ||
− | + | Specifies if the unit can appear as a mercenary, and during what time period it would be available. | |
+ | |||
+ | == Modding == | ||
+ | The unit_prod.txt, build_prod.txt, and projectilestats.txt files can be easily modified using the [http://forums.totalwar.org/vb/local_links.php?linkid=1014 Gnome Unit Editor]. | ||
+ | |||
---- | ---- | ||
TBD - need better formatting and description text | TBD - need better formatting and description text |
Revision as of 15:10, 19 July 2008
The unit_prod file for a campaign describes the cost, requirements, stats, and abilities of the units available within the campaign. The location of the unit_prod file for a specific campaign is specified the startpos file for the campaign, on the key line "Prodfiles::". For the main campaign, the unit_prod file is "Medieval - Total War\CRUSADERS_UNIT_PROD11.TXT", for the Viking Invasion campaign, the unit_prod file is "Medieval - Total War\VIKINGS_UNIT_PROD.TXT".
This file, along with the build_prod.txt file, essentially define the tech tree for the chosen campaign.
Contents
- 1 Column names and effects
- 1.1 Name/Identifier
- 1.2 Unit Type
- 1.3 Cost Integer
- 1.4 Support Cost Integer
- 1.5 Production Time
- 1.6 Starting Honour
- 1.7 Unit Base Strength
- 1.8 Number of Men
- 1.9 Honour Step Value
- 1.10 General Candidate
- 1.11 Rebelling Troop Mixes
- 1.12 Ruler ID Troop Advantage
- 1.13 Region ID Troop Advantage
- 1.14 Dojo Advantage
- 1.15 Unit Choices (AI)
- 1.16 Unit Specialty Building Influences
- 1.17 Buildings Necessary
- 1.18 Unit Class
- 1.19 Morale Bonus
- 1.20 Applicable Periods
- 1.21 Scaleable
- 1.22 Stats and General Info
- 1.22.1 HEIGHT
- 1.22.2 RADIUS
- 1.22.3 SCALE
- 1.22.4 PROJECTILE_TYPE
- 1.22.5 SAMURAI
- 1.22.6 MARCH_SPEED
- 1.22.7 RUN_SPEED
- 1.22.8 CHARGE_SPEED
- 1.22.9 MIN_TURNSPEED
- 1.22.10 MAX_TURNSPEED
- 1.22.11 TURN_TO_MOTION_SPEED
- 1.22.12 MAX_INMOTION_TURN
- 1.22.13 FORMATION_WIDTH_SPACING
- 1.22.14 FORMATION_LENGTH_SPACING
- 1.22.15 ENGAGEMENT_THRESHOLD
- 1.22.16 CHARGE_BONUS
- 1.22.17 MELEE_BONUS
- 1.22.18 DEFENCE_BONUS
- 1.22.19 ARMOUR_LEVEL
- 1.22.20 HONOUR_LEVEL
- 1.22.21 AMMO
- 1.22.22 FORMATIONS_PREFERRED_NUM_ROWS
- 1.23 Invisible
- 1.24 Unit Specialties
- 1.25 Tooltip Labels
- 1.26 Mount Type
- 1.27 Body Type
- 1.28 Faction Leader
- 1.29 Faction Association
- 1.30 Region Label
- 1.31 Formation Suitability
- 1.32 Task Suitability
- 1.33 Culture
- 1.34 Ship Info
- 1.35 Supporting Ranks
- 1.36 Morale Effects
- 1.37 Unit Spacing
- 1.38 Shield Type
- 1.39 Melee with Shield
- 1.40 Shield Modifier
- 1.41 Armour Piercing Weapon
- 1.42 Cavalry Attack Bonus
- 1.43 Cavalry Defense Bonus
- 1.44 Feared Units
- 1.45 Zeal Effects
- 1.46 Faith Effects
- 1.47 Dismounts to
- 1.48 Dismount in open battle
- 1.49 Weapon type
- 1.50 Mercenary Unit
- 2 Modding
Column names and effects
These are the columns described in the unit_prod file.
Name/Identifier
This is the internal name of the unit. The location files may give the unit a different name for the player within the game, but the unit is referred to in the startpos files with this name.
Unit Type
Different capabilities based on the entries. Hardcoded abilities with ships and agents. INFANTRY, ARTILLERY, CAVALRY, MOUNT, SHIP, ASSASSIN, SPY, EMISSARY, BISHOP, CARDINAL, INQUISITOR, GRAND_INQUISITOR, PRIEST, ORTHODOX_BISHOP, MULLAH, ULAMA, PRINCESS, CRUSADE, JIHAD
Cost Integer
The recruitment cost of the unit at the default size.
Support Cost Integer
Support cost factor of the unit. The total support cost per year will be this value, times the number of men in the unit, divided by 8, rounded down.
Production Time
Number of turns it takes to build the unit (not on huge sizes).
Starting Honour
Honour adjustment used for balancing. In the vanilla game, this is used to decrease the starting accuracy of certain siege weapons.
Unit Base Strength
A value used when determining the results of auto-calc'ed battles, retreat decisions, and morale adjustments.
Number of Men
Number of men in the unit when recruited at default size.
Honour Step Value
Number of kills necessary to level up valour for each man. Used to balance the valour leveling for certain units.
General Candidate
Used to determine the chances of a general present in unit. Used to keep army generals from appearing in the artillery crews. PREFERRED, OK, or DISCOURAGED.
Rebelling Troop Mixes
Chances of the unit being present in various rebellion types.
Ruler ID Troop Advantage
Factions listed here get a recruitment discount on the unit.
Region ID Troop Advantage
Specifies which provinces will give the unit a +1 valour bonus if recruited/retrained in the province. Some of these are hidden in the game, as the province scrolls will only show 1 unit, and if the province is the first one listed.
Dojo Advantage
Not used.
Unit Choices (AI)
Affects the recruitment weighting chances for the unit based on AI faction personality.
Unit Specialty Building Influences
Not used.
Buildings Necessary
Specifies the building requirements to recruit/retrain the unit.
Unit Class
Roles the unit can be good at, used by the AI to determine how to used them in combat.
Morale Bonus
No idea.
Applicable Periods
Specifies the time periods that the unit can be recruited/retrained in. EARLY, HIGH, LATE, or ALL_PERIODS.
Scaleable
Specifies if the unit scales with the unit size selected for the game. This is set to no for royal units and artillery crews in vanilla.
Stats and General Info
22 columns denoting various features of the unit. The column entries are set with ATTRIBUTE(VALUE).
HEIGHT
Height of the unit's troop model?
RADIUS
Radius occupied around the center of the model?
SCALE
Scaling factor of the unit's model?
PROJECTILE_TYPE
Indicates if the unit is equipped with a particular missile weapon. This value is hardcoded to match an entry in the PROJECTILESTATS.TXT file.
SAMURAI
Specifies if this unit is Elite.
MARCH_SPEED
Specifies the march speed of the unit.
RUN_SPEED
Specifies the running speed of the unit.
CHARGE_SPEED
Specifies the charging speed of the unit.
MIN_TURNSPEED
Lowest speed necessary to begin a turn?
MAX_TURNSPEED
Highest speed possible when turning?
TURN_TO_MOTION_SPEED
Speed while turning?
MAX_INMOTION_TURN
?
FORMATION_WIDTH_SPACING
Distance between models within a rank when the unit is in formation.
FORMATION_LENGTH_SPACING
Distance between ranks when the unit is in formation.
ENGAGEMENT_THRESHOLD
Weighting factor used to determine whether the unit will engage a unit that comes near it.
CHARGE_BONUS
The unit's charge bonus added into the kill chance when the unit is charging.
MELEE_BONUS
The unit'sbase attack value used in the kill chance computation.
DEFENCE_BONUS
The unit's base defense value used in the kill chance computation.
ARMOUR_LEVEL
The unit's base armour level (with shield?).
HONOUR_LEVEL
The unit's base morale.
AMMO
If the unit has missile weapons, the number of shots is specified here.
FORMATIONS_PREFERRED_NUM_ROWS
The number of ranks the AI will set the unit in.
Invisible
Specifies if the unit can hide anywhere, as opposed to just in woods.
Unit Specialties
No idea. AI preference for garrisons?
Tooltip Labels
Mainly used for agent tooltip designations, when the cursor is over a campaign map piece.
Mount Type
Specifies the mount type of a cavalry unit (used for graphical depictions?). NONE, HORSE, or CAMEL.
Body Type
Used for graphical depiction of the unit.
Faction Leader
If a faction is listed, that factions royals will use this unit to represent the leader and princes.
Faction Association
Factions that the unit is available to.
Region Label
Regions that the unit can be recruited/retrained in. This is used to restrict recruitment/retraining of region-specific units to their historical provinces.
Formation Suitability
Determines where in the combat deployment formations the unit will be placed.
Task Suitability
Not used.
Culture
Culture that the unit is available to. To recruit this unit, a faction must belong to the specified culture(CATHOLIC, MUSLIM, ORTHODOX, or PAGAN).
Ship Info
Specifies the statistics of ship units. They are listed in the order of "range, attack, defense, speed, strength".
Supporting Ranks
The number of ranks capable of supporting action in combat. This is set to 2 ranks for spears, and 4 ranks for pikes.
Morale Effects
Specifies if the unit is subject to specific discipline rules.
- DISCIPLINED - This specifies that the unit is Disciplined.
- UNCONTROLLED - This specifies that the unit is Impetuous.
Unit Spacing
Shield Type
The type of shield and the protective value added to defense that the unit uses. The protective bonus can be modified by the next two fields.
- NONE: no defense bonus
- SMALL: +1 defense
- LARGE: +2 defense
- PAVISE: +3 defense
- CAV: +1 defense
Melee with Shield
Specifies whether the unit uses it's shield in melee. This is used to eliminate the melee combat shield bonus for units using two-handed weapons.
Shield Modifier
Multiplier for the shield rating, used for balancing/graphics purposes. A value between 0 and 1, multiplied against the protective value of the unit's shield type.
Armour Piercing Weapon
Specifies whether the unit has an armour piercing melee attack.
Cavalry Attack Bonus
Unit attack bonus giving when fighting against cavalry. +1 for spearmen, +2 for pikemen, +3 for polearms/halberdiers are in place in the vanilla game.
Cavalry Defense Bonus
Unit defense bonus when fighting cavalry. +1 for polearms/halberdiers, +4 for spearmen, +6 for pikemen are in place for the vanilla game.
Feared Units
Units that this unit fears. This is used to determine whether the fear penalties are applied in combat.
Zeal Effects
Affect on province zeal when the unit is situated in a province (agents only?).
Faith Effects
Affect on province religious faiths when the unit is situated in a province (agents only?). This is used to determine how well the unit propagates the various faiths. All of the religions can be affected from this column, not just the main 4 cultures.
Dismounts to
Unit type that a cavalry unit can dismount to.
Dismount in open battle
Specifies if a cavalry unit can be dismounted for any battle, or just for siege battles.
Weapon type
Melee weapon type (for animations?) SWORD, SPEAR, AXE, CLUB are defined.
Mercenary Unit
Specifies if the unit can appear as a mercenary, and during what time period it would be available.
Modding
The unit_prod.txt, build_prod.txt, and projectilestats.txt files can be easily modified using the Gnome Unit Editor.
TBD - need better formatting and description text