Difference between revisions of "Export descr unit.txt"
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+ | {{DISPLAYTITLE:export_descr_unit.txt}} | ||
=Description= | =Description= | ||
− | The "export_descr_unit.txt", often reffered to by modders as the EDU, is an important text file in Rome: Total War and it's 2 expansions (Alexander and Barbarian | + | The "export_descr_unit.txt", often reffered to by modders as the EDU, is an important text file in [[Rome: Total War]] and it's 2 expansions ([[Alexander]] and [[Barbarian Invasion]]) and also in [[Medieval 2: Total War]]. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game's directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all ".txt" files can be opened with notepad. A standard entry in the file looks somewhat like this: |
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:banner faction main_missile | :banner faction main_missile | ||
:banner holy crusade | :banner holy crusade | ||
− | :soldier Longbowmen, | + | :soldier Longbowmen, 60, 0, 0.8 |
:attributes sea_faring, hide_forest, can_withdraw, stakes, stakes | :attributes sea_faring, hide_forest, can_withdraw, stakes, stakes | ||
:formation 1.2, 1.2, 2.4, 2.4, 4, square | :formation 1.2, 1.2, 2.4, 2.4, 4, square | ||
Line 32: | Line 33: | ||
:stat_fire_delay 0 | :stat_fire_delay 0 | ||
:stat_food 60, 300 | :stat_food 60, 300 | ||
− | :stat_cost | + | :stat_cost 0, 560, 150, 65, 50, 560, 4, 140 |
:armour_ug_levels 0, 1, 2 | :armour_ug_levels 0, 1, 2 | ||
:armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2 | :armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2 | ||
Line 170: | Line 171: | ||
==External Links== | ==External Links== | ||
− | See also [ | + | See also [https://www.twcenter.net/forums/showthread.php?t=111344 The Complete EDU Guide] - Guide to EDU for RTW |
==Note== | ==Note== | ||
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Also there is a large undocumentation in the .txt about new features and costants. | Also there is a large undocumentation in the .txt about new features and costants. | ||
There is a completely undocumented line, namely : mounted_engine. | There is a completely undocumented line, namely : mounted_engine. | ||
− | Also the list of | + | Also the list of missiletypes, attributes and such documented in .txt is not even the half of the available possibilities in M2TW. |
Available 'attributes' in M2TW:Kingdoms are : | Available 'attributes' in M2TW:Kingdoms are : | ||
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:wagon_fort | :wagon_fort | ||
− | Available attack attributes(stat_pri/sec/ter_attr) in M2TW:Kingdoms are | + | Available attack attributes(stat_pri/sec/ter_attr) in M2TW:Kingdoms are : |
:no | :no | ||
:ap | :ap | ||
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:area | :area | ||
− | Cost has | + | Available Attack tech_types in M2TW:Kingdoms are : |
+ | :melee_simple | ||
+ | :melee_blade | ||
+ | :missile_mechanical | ||
+ | :artillery_mechanical | ||
+ | :artillery_gunpowder | ||
+ | :missile_gunpowder | ||
+ | |||
+ | The last two numbers in Cost mean, when choosing an army for a custom battle : | ||
+ | :How many of this unit you can have in your army before the icon turns red. Each additional unit after this has an increased cost, and increases the cost of adding another such unit. | ||
+ | :How much the cost is increased by for each additional unit after you reach a limit, which is usurally four units for normal soldiers, and one unit for general's bodyguard. | ||
− | |||
[[Category:M2TW Modding]] | [[Category:M2TW Modding]] |
Latest revision as of 04:06, 11 March 2023
Contents
Description
The "export_descr_unit.txt", often reffered to by modders as the EDU, is an important text file in Rome: Total War and it's 2 expansions (Alexander and Barbarian Invasion) and also in Medieval 2: Total War. The file controls what characteristics and stats a combat unit has, it also determines what model-texture set the unit uses. The file can be found in the data folder of the game's directory (for Medieval 2: Total War the game must be unpacked using the unpacker provided with patch 1.1, otherwise you will be unable to access the file). The file, like all ".txt" files can be opened with notepad. A standard entry in the file looks somewhat like this:
Note all quoted sections are from M2TW - RTW is slightly different, for instance eras and info pic lines are not included in RTW
- type Longbowmen
- dictionary Longbowmen Longbowmen
- category infantry
- class missile
- voice_type Light
- banner faction main_missile
- banner holy crusade
- soldier Longbowmen, 60, 0, 0.8
- attributes sea_faring, hide_forest, can_withdraw, stakes, stakes
- formation 1.2, 1.2, 2.4, 2.4, 4, square
- stat_health 1, 0
- stat_pri 6, 1, arrow, 160, 30, missile, missile_mechanical, piercing, none, 25, 1
- stat_pri_ex 0, 0, 0
- stat_pri_attr ap
- stat_sec 7, 2, no, 0, 0, melee, melee_blade, blunt, mace, 25, 1.2
- stat_sec_ex 0, 0, 0
- stat_sec_attr ap
- stat_pri_armour 0, 1, 3, flesh
- stat_armour_ex 0, 4, 5, 0, 1, 3, 3, flesh
- stat_sec_armour 0, 0, flesh
- stat_heat 2
- stat_ground 1, -2, 3, 2
- stat_mental 3, normal, untrained
- stat_charge_dist 30
- stat_fire_delay 0
- stat_food 60, 300
- stat_cost 0, 560, 150, 65, 50, 560, 4, 140
- armour_ug_levels 0, 1, 2
- armour_ug_models Longbowmen, Longbowmen_ug1, Longbowmen_ug2
- ownership england, slave
- era 1 england
- era 2 england
- unit_info 7, 6, 4
It looks in-comprehensible at first, but at the top of the file is a section explaining it and what each line etc. means. I've copied it here for simplicity's sake, it explains things better than I could.
The quoted sections are from M2TW - RTW is slightly different, for instance eras and info pic lines are not included in RTW
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 in a city 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, defence
Format
The export_descr_unit.txt file is a ".txt" file, can be opened using Notepad.
External Links
See also The Complete EDU Guide - Guide to EDU for RTW
Note
Not every possibilities are used up in TW games. Some new features are present but not used in any ways. There are some unsued lines in M2TW export_decr_units.txt like info_pic_dir, card_pic_dir, 'someting'_ex lines. Also there is a large undocumentation in the .txt about new features and costants. There is a completely undocumented line, namely : mounted_engine. Also the list of missiletypes, attributes and such documented in .txt is not even the half of the available possibilities in M2TW.
Available 'attributes' in M2TW:Kingdoms are :
- sea_faring
- can_withdraw
- mercenary_unit
- hide_forest
- can_formed_charge
- knight
- free_upkeep_unit
- cantabrian_circle
- cannot_skirmish
- hardy
- general_unit
- general_unit_upgrade
- gunpowder_unit
- start_not_skirmishing
- guncavalry
- crossbow
- no_custom
- stakes
- hide_improved_forest
- very_hardy
- fire_by_rank
- gunmen
- is_peasant
- peasant
- pike
- hide_anywhere
- frighten_mounted
- can_run_amok
- frighten_foot
- incendiary
- druid
- artillery
- cannon
- rocket
- mortar
- explode
- standard
- wagon_fort
Available attack attributes(stat_pri/sec/ter_attr) in M2TW:Kingdoms are :
- no
- ap
- thrown
- light_spear
- spear_bonus_4
- spear
- spear_bonus_8
- long_pike
- bp
- launching
- area
Available Attack tech_types in M2TW:Kingdoms are :
- melee_simple
- melee_blade
- missile_mechanical
- artillery_mechanical
- artillery_gunpowder
- missile_gunpowder
The last two numbers in Cost mean, when choosing an army for a custom battle :
- How many of this unit you can have in your army before the icon turns red. Each additional unit after this has an increased cost, and increases the cost of adding another such unit.
- How much the cost is increased by for each additional unit after you reach a limit, which is usurally four units for normal soldiers, and one unit for general's bodyguard.