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Export descr unit.txt

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Revision as of 08:16, 16 July 2007 by Serious samurai (talk | contribs) (Description)
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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:

type Longbowmen dictionary Longbowmen ; Longbowmen category infantry class missile voice_type Light banner faction main_missile banner holy crusade soldier Longbowmen, 48, 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 1, 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

The EDU entry of english longbowmen, taken from Medieval 2: Total War's Export_descr_unit.txt file.

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.

;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 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

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