; ; 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...
Commissar_Holt