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ETW files:db/unit stats land tables/unit stats land

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Header

  • byte version // Always 01
  • dword count // Number of entries in the file

Record

  • string identifier // ie 12_lber_ship_fort_cannon
  • dword unitSize // ie 120
  • byte[8] unknown // 8 bytes
  • string officer // ie euro_officer1
  • byte hasDrummer // boolean = 0 or 1
  • if (hasDrummer == 1) { string drummerType }
  • byte hasStandardBearer // boolean = 0 or 1
  • if (hasStandardBearer == 1) { string standardBearerType }
  • string modelName // ie cossack_infantry
  • string ethnicType // ie infantry_euro_light
  • string animType // ie man_musket_sabre
  • string text4 // ie x_euro_musket_sword
  • dword unknown // ranges from 0 (native american infantry) to 8
  • string armourType // ie leather
  • dword unknown // always 1
  • byte hasMount // boolean = 0 or 1
  • if (hasMount == 1) { string mountType // ie horse_irregular }
  • byte horseType // boolean = 0 or 1
  • if (horseType == 1) { string horseType // ie horse_light }
  • byte hasBaseHorse // boolean = 0 or 1
  • if (hasBaseHorse == 1) { string baseHorse // ie horse }
  • short unknown1
  • loop unknown1 times:
short unknown
  • short unknown2
  • loop unknown2 times:
short unknown
  • byte hasCarriage // boolean 0 or 1
  • if (hasCarriage == 1) { string carriageType // ie gun_train_2_horse }
  • byte hasAmmoCarriage // boolean 0 or 1
  • if (hasAmmoCarriage == 1) { string ammoCarriageType // ie ammo_caissen }
  • byte hasLimber // boolean 0 or 1
  • if (hasLimber == 1) { string limberModel // ie limber_model }
  • byte hasArtillery // boolean 0 or 1
  • if (hasArtillery == 1) { string artilleryType }
  • byte artillery2
  • byte hasArtillery3 // boolean 0 or 1
  • if (hasArtillery3 == 1) { string artilleryType }
  • byte hasRangedWeapon // boolean 0 or 1
  • if (hasRangedWeapon == 1) { string rangedWeaponType }
  • dword accuracy
  • dword reloadSkill
  • byte needsTech // boolean 0 or 1
  • if (needsTech == 1) { short techId?; string techName; }
  • byte optional // boolean 0 or 1
  • if (optional == 1) { string optional // ie musket_light_infantry_flintlock }
  • dword ammo
  • byte hasOtherMelee // boolean 0 or 1
  • if (hasOtherMelee == 1) { string otherMelee // ie foot_musket }
  • string meleeWeapon // ie sabre
  • dword meleeAttack
  • dword chargeBonus
  • dword defense
  • dword unknown
  • string animation // foot_sword
  • short unknown
  • short unknown
  • string drillSet // drill_set_infantry_light
  • string training // ie poorly_trained
  • dword morale
  • dword unknown
  • float unknown1
  • float unknown2
  • float unknown3
  • float unknown4
  • float unknown5
  • float unknown6
  • float unknown7
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown
  • dword unknown

Notes

Strings in this file are UTF-16, in the following format:

  • short stringLength
  • stringLength x 2 bytes (each character is 2 bytes)
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