export descr unit, Third Age 3.0+patche, MOS 1.7+patch, LME, LME
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; SS v6.0 with RC 1.4/1.5;;;; Medieval 2 Total War 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 such as tags to support AI army formation; 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) 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; can_swim = can swim across rivers; hide_forest, hide_improved_forest, 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; is_peasant = unknown; druid = Can do a special morale raising chant; power_charge = unkown; free_upkeep_unit = Unit can be supported free wherever it can be recruited;; 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, schiltrom, shield_wall, 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; Optional. Name of effect to play when weapon fires; Min delay between attacks (in 1/10th of a second); Skeleton compensation factor in melee. Should be 1; stat_pri_ex Optional. attack bonus vs mounted, defence bonus vs mounted, armour penetration; 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.; prec = Missile weapon is only thrown/ fired 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; spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front; spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12;;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_ex as per stat_pri_ex; stat_sec_attr As per stat_pri_attr; stat_ter As per stat_pri If there is no ternary weapon, then there are no ternary data entries; stat_ter_ex as per stat_pri_ex; stat_ter_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_armour_ex Details of the man's defences; armour factor. 4 values. First for base value, then 3 upgrade levels; defensive skill factor (not used when shot at); shield factors. First for melee, second for missile fire; 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 impetuous. Impetuous units may charge without orders; training determines how tidy the unit's formation is. Discipline the response to morale SHOCKS; optional lock_morale stops unit from ever routing;; stat_charge_distance Distance from the enemy that the unit will begin charging; stat_fire_delay Extra 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_stl Number of soldiers needed for unit to count as alive; armour_ug_levels Smith level needed for each armour upgrade; armour_ug_models Body for each upgrade level; stat_ownership List of factions and cultures that may have this unit; era 0, Optional List of factions that use this in multiplayer era 0; era 1, Optional List of factions that use this in multiplayer era 1; era 2, Optional List of factions that use this in multiplayer era 2; info_pic_dir Optional. Dir to find the info pic in (instead of faction dir); card_pic_dir Optional. Dir to find the unit card in (instead of faction dir); unit_info Info for unit info panel. Melee attack, missile attack, defencetype baghlahdictionary baghlah ; Baghlahcategory shipclass lightvoice_type Lightsoldier Peasants, 50, 0, 1ship heavy warshipattributes sea_faring, can_withdrawformation 50, 50, 75, 75, 1, squarestat_health 1, 0stat_pri 18, 0, no, 0, 0, melee, melee_simple, slashing, none, 0, 1stat_pri_attr nostat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1stat_sec_attr nostat_pri_armour 0, 22, 0, fleshstat_sec_armour 0, 0, fleshstat_heat 0stat_ground 0, 0, 0, 0stat_mental 10, normal, trainedstat_charge_dist 10stat_fire_delay 0stat_food 60, 300stat_cost 1, 1190, 350, 250, 250, 1150, 4, 280armour_ug_levels 0armour_ug_models Peasantsownership egypt, turks, moors, kwarezmrecruit_priority_offset -5type caraveldictionary caravel ; Caravelcategory shipclass lightvoice_type Lightsoldier ...
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