export_descr_unit(1).txt

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;
; EDU for 'The last Kingdom'
;
;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

type             Busse
dictionary       Busse      ; Busse
category         ship
class            light
voice_type       Light
soldier          Peasants, 50, 0, 1
ship             heavy warship
attributes       sea_faring, can_withdraw
formation        50, 50, 75, 75, 1, square
stat_health      1, 0
stat_pri         22, 0, no, 0, 0, melee, melee_simple, slashing, none, 25, 1
;stat_pri_ex      0, 0, 0
stat_pri_attr    no
stat_sec         0, 0, no, 0, 0, no, melee_simple, blunt, none, 25, 1
;stat_sec_ex      0, 0, 0
stat_sec_attr    no
stat_pri_armour  0, 17, 0, flesh
;stat_armour_ex   0, 0, 0, 0, 15, 0, 0, flesh
stat_sec_armour  0, 0, flesh
stat_heat        0
stat_ground      0, 0, 0, 0
stat_mental      10, normal, trained
stat_charge_dist 30
stat_fire_delay  0
stat_food        60, 300
stat_cost        1, 1000, 300, 200, 200, 850, 4, 250
armour_ug_levels 0
armour_ug_models Peasants
ownership        normans, denmark, norway, horda, spain
;unit_info        15, 0, 15
recruit_priority_offset    0

type             Orm
dictionary       Orm      ; Orm
category         ship
class            light
voice_type       Ligh...
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