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Thread: The great DB Manual

  1. #1

    Icon1 The great DB Manual

    Prelude

    Contents



    This thread is a try to summarize all knowledge about the DB files that is commonly known, or at least known to me

    Since NTW will use the same Pack File system ETW has, I hope most of this will survive the transition and can be easily updated to NTW.

    I am always thankful for suggestions, corrections, feedback, etc. I don't intend this to be a guide to start modding from the scrath, a basic knowledge of the tools should be given and I will not answer trivial questions here. For completeness I will include a short summary on how to modding basics.


    Tools:


    other tools for modding, not covered here but for completeness:




    Modding Basics
    A pack file contains the Database (DB) part, and the rest. The Database controls stats and links to everything else, which is then packed in the rest, which contains skins, models, icons.
    There are 2 tools for each part. Everything (well almost) needed to edit the Database can be done with the DBEditor. The rest can be packed into pack files with the PFM. It is not necessary for anything to be packed as a pack file, simply putting it in the right place will do the same. The folder structure must be preserved though, so all pack files must be in the data folder to work.
    It has been quite a realisation for me, yet it is quite obvious, the 2 tools serve different purposes: The DB editor is meant to edit DB tables, and the Pack File Manager is meant to manage .pack files.
    When creating a table with DBE, it is automaticly packed as a mod file, make sure when you pack a new pack file to set it to mod file! Never change vanilla (patch) files, always create a mod to overwrite the old table! If you need to remove information rather than overwriting, you need to create a new table with DBE and then rename it to match the vanilla name with PFM. It will then overwrite the old table.
    Enabling a Mod is done with the user.empire_script.txt which can be found in the The Creative Assembly/ETW/Scripts folder in the appdata (XP) or roaming (Vista, 7) folder.
    Another pack file is the localisation. The PFM contains a loc editor and it can be edited nicely with the loc editor. This file controls all text shown on the screen, and makes different language versions for mods quite doable.
    The last known moddable files are esf files, which control the campaign layout, but nothing more on them here.


    Notation

    Whenever I write these brackets: <...>, the content including the brackets is to be replaced! e.g. ui/units/icons/<entry>.tga means, the path is defined by the entry in the field, say it is "grenadier", then the path is ui/units/icons/grenadier.tga
    Percentages are usually added in an absolute way here. Meaning if I first add 30% to something, and then add 10% again, I get a total add of 40%, not 33% (10% of 30%) or 43% (10% of the now 130%) but 40%.


    Featured Links
    The links above, in the tools section and:



    Credits
    to all who gathered this information. Of course LTChambers for making the tools and digging through the code. Espacially the Imperial Splendour team who is responsible for most of this info, here espacially The Vicar, Ahiga and Quixote07.
    Last edited by Lazy Knight; February 13, 2010 at 04:09 AM.


  2. #2

    Default Re: The great DB Manual

    Part 1A: Everything about units, Basics

    units

    The unit_tables define every unit. Not their actual battlefield qualities, but their appearance on the campaign map. An entry in the unit_tables must be coupled with an entry in the unit_stats_tables, else the game will crash when attempting to show the unit.
    Spoiler Alert, click show to read: 

    1. Unit ID: The name by which DBEditor Identifies this unit
    2. Screen Name: This column does not actually have an effect, it is a help to identify units, leave nots or to Copy/Paste into the localisation
    3. Category: Defines unit Category, see building effects.
    4. Unit Class: The unit class for one thing controls the littlle addendum to the unit's onscreen name, e.g. (Grenadiers), and also gives the units a set of abilities, as defined in the unit class to unit abiliites junctions. The unit class must be defined in the unit class table.
    5. MP cost early
    6. MP cost late
    7. Turns to Build
    8. Cost (campaign)
    9. Upkeep (campaign)
    10. Campaign Map movement points (vanilla: artillery: 22, infantry: 24, cavalry: 28, ships: 73-83)
    11. Unkown3: This is True
    12. Unkown4: Voice when clicked on?
    13. Unit Icon Path: fetches ui/units/icons/<entry>.tga and .../<entry>_mask.tga
    14. Unit Info pic Path: fetches ui/units/icons/<entry>.tga and .../<entry>_mask.tga
    15. Localisation Key: fetches text/localisation.loc/unit_description_texts_long_description_text_<entry> as unit description (below the info picture).
      The unit name is defined by text/localisation.loc/units_on_screen_name_<Unit ID> and the Screen name in the second column.
    16. Region ID Ref: defines where the unit can be recruited. Region IDs must be defined in the region unit ressources
    17. Unit Limit (campaign, 0 = no limit)
    18. Multiplayer Category
    19. Early Aviability
    20. unkown8: this somehow inflences the Early aviability as well, set it the same as Early aviability to be sure
    21. Late Aviability
    22. unkown9: 0, except for some ships. Very Mysterious
    23. Garrison Aviability: If this is set to "True" the unit will spawn as garrison, if available for faction and region.
    24. MP Unit Limit ( 0= no limit)



    unit class

    This table defines all unit classes. Column 1 does the definition, Column 2 is purely cosmetical


    region unit ressources

    This table defines all the "AOR"s. The Areas where a certain unit can be recruited. They must be assigned to regions in the startpos.esf (tiresome work) and an assignment there without a definition here will lead to a CTD at campaignstart, or on 2nd turn!
    Column 1 defines the Region ressource, it is referred to like this in the units tables, and the startpos.esf. Columns 2 ispurely cosmetical.

    unit stats

    The battlefield qualities of a unit are defined here. Looks, stats, most abilities. Misstakes here will not lead to a CTD at gamestart, but rather when starting a battle with such a unit. The loadingbar process helps identify the CTD further, skin/model related CTD's will occur at the very end of the loadingbar.
    Spoiler Alert, click show to read: 


    1. Unit ID: Links to the unit in the unit tables
    2. Number of Men: This is on Ultra Size, multiplier are 0.25/0.5/.075 for small/medium/large sizes.
    3. Number of Horses: Matches number of Men for Cavalry, else 0. Horses for Artilelry don't count here!
    4. Number of Artilelry Pieces: Make sure you have enough men per piece of artillery.(4)
    5. Officer: Selects the special Person who must be defined in the battle personalities tables
    6. Drummer: Selects the special Person who must be defined in the battle personalities tables
    7. Standard Bearer: Selects the special Person who must be defined in the battle personalities tables
    8. Model Name: Fetches a Model and Textures, by checking this entry in the warscape animated tables.
    9. Infantry Battle Entitiy: Defines the Battle Entitiy for Infantry as defined in the battle entities. This controls e.g. Walk, run and charge speeds, the selected thingy form, and propably a lot of unknown other things. Predefined are infantry_euro_light, infantry_euro_medium and infantry_euro_heavy.
    10. Animation Table: fetches an animation table from animations/arbritary.txt/<entry>
    11. Warscape Equipment Theme ID Ref: Sets the equipment of the unit as defined in warscape equipment theme tables
    12. Armor Value: The exact effect of Armor is unkown.
    13. Armor Type: There are leather, chain, plate and f. Exact effect unknown. May be a further differentiation on the way projectiles affect the armor value. May also affect movement speed.
    14. unkown2: This is 1.
    15. Horse1: The Skins of the mounts are defined here
    16. Cavalry Battle Entity: Defines the Battle Entitiy for Cavalry as defined in the battle entities. This controls e.g. Walk, run and charge speeds, the selected thingy form, and propably a lot of unknown other things. Predefined are horse_heavy, horse_medium, horse_light, camel and elephant
    17. Horse3: Selects the Model of the mount (mount_horse, mount_camel, or mount_elephant)
    18. Unknown3: Something with the mounts. Maybe some kind of mass. Ranges from 4 (light Horse) to 10 (elephant)
    19. Unknown4: Same as unknown 3, ranges from 1 (horse, camel) to 2 (elephant)
    20. Carriage Battle Entitiy: Defines the Battle Entitiy for the gun carriage as defined in the battle entities. This controls e.g. Walk, run and charge speeds, the selected thingy form, and propably a lot of unknown other things. Predefined are gun_train_2_horse and gun_train_6_horse.
    21. Ammo Train Battle Entitiy:Defines the Battle Entitiy for Ammo Train as defined in the battle entities. This controls e.g. Walk, run and charge speeds, the selected thingy form, and propably a lot of unknown other things. Predefined are ammo_caission_large, ammo_caission_small, and puckle_carriage
    22. Limber: Can only select limber_model. Propably controls the model of the limber. Only for non-fixed-Artillery.
    23. Artillery1: Controls the Artillery Model. Maybe. (It should be defined in the gun tables)
    24. Has Artillery2: Setting this True for Artillery is good. False will not necessarily break anything. Mysterious. Set this to False for non-Artillery units however.
    25. Gun: Selects the gun as defined in the gun types tables.
    26. Unknown5: This is some kind of ranged weapon selection. May be firing sound. Or Model (should be defined in warscape).
    27. Accuracy
    28. Reloading Skill: Each point in this skill decreases the reload time of the unit by 1% of base reload of the projectile (see projectiles tables)
    29. unknown6: This is 0
    30. Flintlock/Matchlock: Defines Flintlock / Matchlock or none (for missfire rate in kv rules tables)
    31. Projectile: Propably the most important entry. Sets the projectile of the unit defined in the projectiles tables. Not for Artillery! Their projectile is defined elsewhere.
    32. Ammo
    33. unknown8: Unkown.
    34. Melee Weapon Exact effect unknown. Maybe melee sound.
    35. Melee Skill
    36. Charge Bonus
    37. Defense Skill
    38. Shield Value The exact effects of these are unknown(at least to me)
    39. unknown10: Some kind of melee animation definition (Should be in the animation table...), Maybe melee sound.
    40. unkown11: This is 0.
    41. Drill Set: The exact effect of this is unknown. Seems to affect unit behaviour in some ways.
    42. Training: This controls the way the units stand and walk, as well as the truth to the formation. Mod totally disables the formation truth.
    43. Morale: The effects on morale are defined in the kv morale tables
    44. Deployed Ranks
    45. File Spacing
    46. Rank Spacing
    47. unused1
    48. unused2
    49. File Spacing Dismounted
    50. Rank Spacing Dismounted
    51. unknown15
    52. Anti Cavalry Effect



    the unknowns 20 to 22 may be Spotting Ranges of the unit. They're said to affect the distance and likeliness of a unit to engage melee. The Abilities that can be enabled here are pretty self-explanatory. The ability to Skirmish will allow all units to shoot at once. Firing Drills and Formations do not count into this category and are enabled in the unit class to unit abilities junctions and the unit to unit abilities tables.


    warscape animated

    This table defines all skins.


    1. unknown: This is not actually unknown. It is some kind of Texture ID, call it whatever you wish.
    2. Path: fetches <entry>(_faction)_diffuse.dds, <entry>(_faction)_gloss_map.dds, and <entry>_normal.dds
    3. Category: is "animation", except in rare cases (some campaign buildings, not been modded yet)


    warscape animated lod

    This table assigns the Models to the Skin. If the skin is not made for the model, the result will look... strange.


    1. unknown1: This is a number. It is totally unknown if this does anything, or what it does. For safety use random numbers in an appropriate range.
    2. Path: This fetches <entry>. Foolproof.
    3. unknown2: This is the range in which the model is shown. (lod = level of detail)
    4. unknown3: This is the Texture ID defined in the warscape_animated tables.


    Making textures and models is something entirely different and not touched in this tutorial.


    battle entities

    This table defines walk, run and charge speed of a unit as well as a lot of other unknown things.

    1. Battle Entity ID: This is the name of the battle entity, as referred to in the unit stats.
    2. Category: The application of the table is decided here. Dismounted cavalry is Infantry, etc.
    3. unknown1: Behaviour: Ammo_caission, artillery, camel, elephant, gun_train_2/6, horse or man. Propably no effect, only information
    4. Walk1: A walk speed. fastest is light horse with 3,06.
    5. Run1: A run speed, fastest is light horse with 11,7
    6. Walk2: acceleration. speed after 1 second accelerating to walking
    7. Run2: the acceleration. speed after 1 second accelerating to running
    8. Charge: The charge speed, fastest is light horse with 12,6.
    9. Something Else movement related: Decceleration of a unit. Also applies when the unit moves on the spot, aka Rotations.
    10. charge_distance_commence_run
    11. charge_distance_adopt_charge_pose
    12. charge_distance_pick_target

    The rest of this table is sadly unknown (at least to me). unknown6 Is the movement shape of the unit, the space a unit uses to move. Ellipses seem to work better than circles in melee and general movement.


    battle personalities

    Special soldiers in a unit (officers, musicians, standard bearers) are defined here.

    1. Battle Personality ID: This is the entry refered to in the unit stats tables
    2. Unit Model: is actually the Texture ID as explained above. Links to warscape animated
    3. Behaviour: Defines the behaviour. What the unit does, play a flute, or bang the drum, or wave a banner, or stand there looking important.
    4. Warscape Equipment Theme: Sets the equipment of the unit as defined in warscape equipment theme tables
    5. Role: Same as the Behaviour, just without the "personality_" in front of it. Don't ask me why.



    gun types

    This tables defines a gun, a piece of artillery, as it is referred to in the unit stats. It's actual performance is defined in the gun type to projectiles and projectiles tables

    1. Gun ID: This is the entry refered to in the unit stats tables, the name of the gun
    2. Battle Entity: Defines the Battle Entitiy for Artillery as defined in the battle entities. This controls e.g. Walk, run and charge speeds, the selected thingy form, and propably a lot of unknown other things. Predefined are artillery_fixed, artillery_light, artillery_medium, artillery_siege.
    3. unknown1: I believe this to be the model set of the gun. It links to the warscape animated.
    4. unknown2: can select engine_rocket, engine_naval_cannon, engine_mortar, engine_cannon. Effect unknown.
    5. unknown3: is always euro_gun. Effect unknown.
    6. unknown4: looks as if it was the model of the destroyed gun. Links to warscape rigid
    7. unknown5:looks as if it was the destruction animation. Links to warscape animated
    8. unknown6: No Idea what this does. Entries are Building_Cannon, Howitzer, Land_Cannon, Mortar and Rocket



    gun type to projectiles

    A very straightforward table. Defines the projectile (Column 2) that is fired by the gun (Column 1) with a certain flash (Column 3).


    unit abilities

    The unit abilities and their hierarchy are defined here.
    The Column 1 defines the name, Column 3 sets the ability to obsolete another. Tweaks to the different abilities can me made in the kv rules tables. Columns 2 and 4 are a Mystery to me.

    unit class to unit abiliites junctions

    Used to give an entire Unit Class (Column 1) an ability (Column 2)


    unit to unit abilities

    Used to give a single Unit (Column 1) an ability (Column 2) in addition to giving it to whole Classes of units.


    unit to groupings military permissions

    This table does the rough unit to faction order. A unit (Column 1) can be given to a number of factions, a so called military group (column 2) here. The military groups are defined in the groupings military tables, and a faction is put into a group in the factions table.


    unit to exclusive faction permission

    This table refines the unit to faction order. A unit (Column 1) can be denied or allowed (Column 3) to a faction (Column 2).
    It is unnecessary to give a unit to a faction if it is already put there by the military group, or to deny a unit to a faction that does not have acces to it through the military group. This table should be used to refine the units to groupings military permission.


    groupings military

    Defines all the military groupings in Column 1.


    factions

    1. Faction ID: The name by which the faction is referred to in the DB, and the startpos.esf
    2. ID2: no Idea
    3. Subculture: A subculture is assigned a culture in the cultures subcultures tables, which defines e.g. how Buildings looks or how they are localised (see building part)
    4. Type: unknown if it has an effect.
    5. Nation: A description. Purely Cosmetical. The real deal is in the localisation file
    6. Nationality: as above
    7. Names DB: defines the Name ID in names tables, real deal is again in the localisation
    8. Sounds ID: The way how things respond when you click them.
    9. unknown 3: Propably something for Warpath
    10. rebels: Effect unknown
    11. Early Aviability (custom battle)
    12. Late Aviability (custom battle)

    the next lines are Icon and Flag Paths (Columns 13-16), as well as a ton of RGB (red - green - blue) values which define the colour of various aspects of the faction. the 1st and 2nd occurance seem to be Campaign Map Colour, the rest are Battle Field, unit card, unit info card and so on. (Columns 17-33)

    The Military Grouping (Column 34) defines the identity in the units to grouping. The Settler Rebels (Column 35) define which rebels are spawned in foreign theatres. The rest of the table is unknown to me.


    buildings units allowed

    This table is pretty straightforward. A unit (Column 2) can be assigned to a building (Column 1) with a certain experience setting (Column 3). Column 4 is 00.
    It is not possible to set the same unit to different buildings for different factions. You must make a clone unit if you plan this. Buildings are defined in the building levels tables (see below)


    unit required technology

    Even more straightforward than the above. This table can be used to link a unit (Column 1) to a tech (Column 2). Technologies are defined in the technologies (see below)
    Last edited by Lazy Knight; February 20, 2010 at 12:15 PM.


  3. #3

    Default Re: The great DB Manual

    Part 1B: Everything about Units, Advanced

    Advanced topics related to units are put here. The first part deals with Projectiles, the second part with ships. Part 3 (still WIP) is about Battle Mechanics, aka the kv rules tables.

    Projectiles

    projectiles


    This table is propably one of the most important table for the battle mechanics. It defines everything that flies in the game. This includes infantry projectiles, artillery projectiles and also naval cannons projectiles.

    Spoiler Alert, click show to read: 


    1. Projectile ID: The definition of a projectile as it is referred to in the unit stats or gun type to projectiles tables.
    2. Type: Effect unknown (at least to me). can be set to missile, artillery, foot battery, naval, rocket or special
    3. Shot Type: For Types Artillery or Foot Battery selects the shot type (round_shot, canister, shrapnel, quicklime, carcass, explosive_shell, percussive_shell), as well as for naval type (round_shot, chain, grape). Type Rocket also has different shot types (round shot, exposive_shell, shrapnel, carcass). Special only is fourgass, and missile can be set to basicly anything. This shot type links to the projectile shot type enum tables. Exact effect is unknown though as the projectile ID should decide the shot type already
    4. Missile Type: links to the projectile missile type enumtable. Exact effect is unknown.
    5. Model: Defines the model for the projectile. Links to (models/)ridigmodels/projectile/<entry>.rigid_mesh
    6. Explosion: Selects the explosion as defined in the projectiles explosions table
    7. Trail: Selects the trail as defined in the projectiles trails table
    8. unknown3: Seems to be some sort of spin the projectile has, apart from none, chain_shot_spin, grenade_spin and shell_spin can be selected.
    9. Number of Pellets: Straightforward number of projectiles that is fired. Interesting for Canister shot or special projectiles.
    10. unknown4: No idea of the effect. Is set to shrapnel, n, or just nothing.
    11. unknown5: No idea of the effect. Is set to low or fixed.
    12. Range: maximum firing range of the unit. This is not the range which the projectile flies, just when the unit starts shooting.
    13. unknown6: The minimum range of the projectile.
    14. unknown7: Sadly unknown to me.
    15. Velocity: the Velocity of the projectile when fired. Since projectiles are calculated in a physically ok way, this will affect the firing arc of the unit and thus its ability to fire over other units heads, as well as its ability to hit moving units.
    16. unknown8: No idea what this does
    17. unknown9: Spread. This Column is defining for the projectile. It can completely obsolete the accuracy stat if set high. This stat controls controls how far the projectile drifts from the straight line. A spread of 0 means the projectile will hit exactly where it was aimed at (which is controlled by the accuracy). A spread means that the projectile will hit somewhere in a cone which has the Spread number as a base radius. The larger the projectile range, the greater the effect of this.
    18. Damage: another defining characteristic of the projectile. This seems to be some kind of chance the projectile has to kill the target. It is to 0.99 for regular infantry projectiles, yet much higher for artilelry, which makes the whole chance thinking absurd. Maybe it affects the ammount of stuff the projectile can go through. A damage of 0 like grenades or grappling hooks have will lead to the projectile not harming anybody.
    19. unknown10: Some kind of damage range thing. Can be set to low, medium, high, effective_range_based, ap or simply nothing. CA sets infantry projectiles to AP, cannister shots and shrapnel fragments to effective_range_based, regular artillery projectiles to high, special shots to low (this is the projectle, not the explosion), and some naval cannons to medium. My guess is that this is the duration how long the projectile lives. effective_range_base means the projectile will loose its lethality steadily till it reaches the maximum range and then vanish, AP means the projectile is uneffected by range and lives till it hits ground, high, low and medium describe the lethality at long range. nothing propably means the projectile is fully effective till maximum range and then vanishes. These are just educated guesses though, and I am happy for more information.
    20. unknown11: No Idea.
    21. unknown12: Is set to explode, impact, impact_light or nothing. Maybe some kind of animation on impact?
    22. unknown13: No Idea. Is usually 0 or 1 where regular shots, (explosive) shells and carcass shots seem to have 1, and canister, shrapnel, quicklime and percussive shell and infantry projectiles have 0 , for some fragments 256 or 257.
    23. unknown14: Seems to be 0,1 except in rare occasions
    24. Base Reload Time: This is the time it takes the unit to reload. Firing animation duration is added to the time it takes to fire. Each point of reload skill reduces the time by 1%.

    The rest of the table is unknown to me. unknown19 may be a sound reference, unknown21, 22 and 23 (leads to projectile impacts table), are firing flash, projectile trail animation and impact animation. Mech_Donald will tell you more about those.



    projectile explosion

    This table defines what happens when a projectile explodes.
    Spoiler Alert, click show to read: 


    1. Explosion ID: The name by which the explosion is referred to in the projectiles
    2. unknown1: This entry controls the explosion trigger. Fuse lets the projectile explode after a set time, percussive on impact. There is also fuse_grenade, may be a shorter fuse? I don't know what controls fuse length.
    3. unknown2: (I think) this controls the animation of the explosion. If it is a regular shockwave, or a carcass / quicklime explosion
    4. unknown3: No Idea
    5. unknown4: No Idea
    6. unknown5: May be the damage radius of the explosion
    7. unknown6: May be the damage that is dealt in the explosion radius
    8. unknown7: This is the projectile ID of the projectile that is launched at the explosion. Links back to the projectiles
    9. unknown8: The number of projectiles that is launched by the explosion
    10. unknown9: The explosion type, this propably controls how the fragments are launched relative to the trail of the projectile. explode_frag_sml, _med, and _lrg are propably just a spheric explosion, explode_cone will propably send the projectiles in the direction the projectile was flying with a small spread, explode_quicklime will propably just send the whole stuff down to the earth, and explode_grenade - well don't ask me. Ship Explosion propably just sends all the stuff in the air. Maybe this also affects the explosion animation
    11. unknown10: Unknown to me
    12. unknown11: Unknown to me



    projectile impacts

    This table defines the different impact animations on different targets


    projectile shot type enum

    this table lists all the shot types with their obsoletion hierarchy. No idea about the boolean columns.


    projectile trails

    No idea what this table does exactly.


    projectiles missile types enum

    This lists all the missile types



    Ships


    unit stats naval

    Like the unit stats for land units, this table defines the performance of a ship on the battle map.
    Spoiler Alert, click show to read: 


    1. Morale: The morale of the unit. Morale effects are defined in the kv naval morale tables.
    2. Hull Strength:This is a variant of the Hull Strength, as is the last column. No idea about the difference.
    3. Crew Size: The number of guncrewmen + Admirals, Captains, Lieutenants and Bosuns.
    4. Admiral Variant: Defines what this ship transforms into when the Admiral promotion is selected.
    5. Cannon Type 1: This and the following entries define a certain type of cannons on the ship, links to the gun table. See bethencourts ressource (link below) for more info
    6. Cannon Type 2
    7. Cannon Type 3
    8. Cannon Type 4
    9. Cannon Type 5
    10. Cannon Type 6
    11. Cannon Type 7
    12. Ship: defines the ship model. Somehow links to (models/)ships/<entry>
    13. Admiral: defines the admiral (if applicable). Links to the battle personalities
    14. Captain: as above
    15. Lieutenant: as above
    16. Bosun: as above
    17. Marines: The Marines are defined in the unit stats naval cew tables, and assigned to a faction in unit stats naval cew to factions
    18. Seamen: The Seamen are defined in the unit stats naval cew tables, and assigned to a faction in unit stats naval cew to factions
    19. Gun Crewmen: The Guncrewmen are defined in the unit stats naval cew tables, and assigned to a faction in unit stats naval cew to factions
    20. Accuracy: Defines the Accuracy of the guns
    21. Reloading Skill: Defines the Reloading Skill of the guns
    22. Technology: matchlock of flintlock, propably for naval missfire in kv rules naval

    The next many lines are basicly unknown to me. They define different accelerations, turn rates, wind affection, speeds, everything related to the ship movement. It is a science on its own.
    The last 3 lines are known again, they are Can Trade, the Maneuverability (only what is displayed, no effect), and the second time Hull Strength



    unit stats naval cew

    This table defines the various naval Crewmen, i.e. the Marines, the Seamen and the Guncrewmen.
    I don't know a lot about this table, e.g. not which projectile the marines use. Known lines are of course the ID (Column 1), Melee Weapon (Column 6), the battle entity (Column 8), the "Model" (link to the warscape animated) (Column 9), the animation key (Column 10) and the warscape equipment theme (Column 11). The other stats somehow influence the guys actual performance.

    Swiss Halbedier supplied this explanation:
    Column 2: Charge or Morale? (seems to be too low for Morale though)
    Column 3: Accuracy
    Column 4: Defense
    Column 5: Attack Melee
    Column 7: If the unit is a Marine = true
    Column 8: Ammo or Melee bonus? (only Marines have this value)
    Column 15: Movement speed of the unit (Gun crew and Seamen are faster than Marines)



    unit stats naval crew to factions

    This table assigns each faction (Column 1) the different types of people on the ship: Marines (Column 2), Seamen (Column 3), Guncrewmen (Column 4), Admiral (Column 5), Captain (Column 6), Lieutenants (Column 7) and Bosun (Column 8). I don't know how the latter 4 ones are related to Columns 13 to 19 of the unit stats naval table.



    There are people who know a lot more than me about modding the Naval Files. I want to mention Dogmeat here, but also Bethencourt, who is the only person sharing a lot of his knowledge about that topic. Here you can find his ressources and Here you can find his mod



    Battle Mechanicspropably one of the worst known but most important parts of the DB is right at the top. The mysterious _kv... tables are responsible for many things happening on the field of battle. Let's start with the easy ones.


    kv morale

    This table defines the effects of morale. It defines the penalities or bonusses for actions on the battlefield, as well as ranges or times of effects and the tresholds when units break.
    The entries are fairly self-explanatory


    kv naval morale

    This table defines the effects of morale on the sea. As above.


    kv fatigue

    Effects on fatique are organised in this table. A unit starts with 0 fatigue (treshold fresh) and gains fatique for doing tiresome stuff. If they pass a predefined treshold, they status changes, and with it their Morale (as defined in kv morale) and, in my experience, also their movement speed, this should somewhere be defined in the battle entities, but I know nothing about it.


    kv rules

    This is a very important table as it defines most of the combat mechanics. Most of it is sadly unknown. I will offer what explanation I can

    Global/Land rules

    • armour_melee/missile_penetrating/piercing_divisor: Apparently this is a divisor that modifies the effect of armor on the damage received, dependant on the damage being melee/missile or penetrating/piercing


    I neither know how armour (Column 12 of unit stats land) affects the damage, how this divisor plays a role, or how damage is classified penetrating or piercing, or what leather/chain/plate do.
    • defense_melee/missile_penetrating/piercing_divisor: like the armor divisor, this modifies the effect of defense (Column 37 of unit stats land) on the damage.

    I don't know if defense is anythiing else than armour with a different name.

    • projectile_damage_armor/defense/shield_divosor: This somehow controls projectile effect on armor / defense.

    I don't know how missile and projectile differ, or what this entry does. (Shield Value is Column 38 of unit stats land)

    • projectile_incendiary_chance_low/medium/high: This controls the chance of a projectile to set something (man, sail) on fire. May be related to unknown11 in the projectiles table.
    • artillery_projectile_calibration_target_area:no Idea
    • projectile_calibration_target_area: no Idea
    • land_mortar_projectile_calibration_target_area: no Idea
    • attackpower_extreme/long_range_multiplier: Multiplier for some attackpower, maybe this is related to the "ap" entry in the projectiles table (unknown10), so that "ap" projectiles are multiplied by this number at long and extreme ranges, which may start at 1/3 and 2/3, or 1/2 and 1 of the maximum range.
    • bayonet_melee_attack_bonus
    • bayonet_ring_reload_time_penalty
    • factor_attackdir_flankleft/flankright/front/rear: This "factor" seems to be add to the damage dependant on direction
    • fire_on_walls_accuracy/range/reload_modifier:This somehow (I this it adds to the skill) modifies the skills of a unit firing on top of a wall.
    • fire_and_advance_reload_modifier: This somehow (I think it adds to the skill) modifies the reload skill of a unit when using fire and advance.
    • firing_drill_improved_platoon_fire/mass_fire/platoon_fire/rank_fire_reload_modifier: same as above
    • hnbonus_bayonet: No idea of the exact effec
    • hnbonus_melee_cavalry_v_infantry: somehow a bonus for cavalry against infantry
    • hn_bonus_melee_cavalry_v_squareinfantry: somehow a bonus (penalty for negative values) for cavalry against infantry in square formation
    • melee_charge_factor_power_divisor: No Idea
    • melee_entrenchment_level_multiplier: No Idea
    • melee_height_delta_max/min: No Idea
    • melee_hn_to_xholds_0/1/2/3_max: No Idea
    • melee_xholds_knockback_0/1/2/3/4: No idea
    • melee_xholds_knockdown_0/1/2/3/4: No Idea
    • melee_xholds_stepback_0/1/2/3/4: No Idea
    • misfire_cannon/musket_matchlock/flintlock/percussion_cap: This is the chance of a unit to missfire based on it being a cannon or musket and using the matchlock/flintlock (Column 30 in unit stats land)technology or with percussion cap for muskets
    • missile_cover_factor_excellent/good/some/slight/none: Some "factor" to defense against missiles based on unit location.
    • missile_hn_to_xholds_0/1/2/3_max: No Idea
    • missile_xholds_knockdown_0/1/2/3/4: No Idea
    • projectile_damage_distance_multiplier: No Idea
    • relative_melee_experience_mutliplier: No Idea
    • relative_melee_fatigue_multiplier: No Idea
    • relative_melee_height_delta_divisor: No Idea.


    Naval rules:
    • broadsides_damage_modifier:The damage of a broadside is higher if controlled by the player. (As a multiplier
    • magazine_explosion_interrupt_chance: Somehow influences the explosion chance of a ship
    • missile_distance_for_half_chance_hit_naval: Apparently, at a certain distance the projectile chance to hit, or its damage, or something is halved. This range is set here for naval battles
    • naval_projectile_calibration_area: No Idea.
    • ship_bonus_close_mod: Defines the damage bonus at close range (as a multiplier)
    • ship_bonus_range: Defines the range for said multiplier to apply
    • ship_penalty_far_mod: Defines the damage penalty ad far range (as a divisor)
    • ship_penalty_range: Defines the range for said divisor to apply.
    Last edited by Lazy Knight; March 10, 2010 at 11:05 AM.


  4. #4

    Default Re: The great DB Manual

    Part 2: Everything about Buildings

    building levels

    This table defines all buildings. It does not control what a building does it's just the definition.

    Spoiler Alert, click show to read: 


    1. Building_ID: The name of the building as it is referred to in all other tables.
    2. Building Chain: This propably controls the building chain, as defined in the building chains
    3. Level: Unknown what this column does exactly. The succession of buildings is defined in the builing upgrades junction tables.
    4. Condition: you can add a condition to the building, e.g. that it only be built in the factions capital region, or if the region has some unique ressources.
    5. Turns to build
    6. Cost
    7. unknown: This line is always lots of 00's
    8. Unique: True if the building can only be built once per faction
    9. Land Prestige
    10. Naval Prestige
    11. Economic Prestige
    12. Enlightenment Prestige




    building upgrades junction

    This table defines which building must be built (Column 1) in order to construct the upgrade (Column 2)


    building chains

    I have no idea what this table does apart from the fact it defines the building chains.


    building chain to slots

    This table applies a building chain (column 1) to a building slot (column 2) as they are e.g. referred to in the startpos.esf. Some (e.g. the commodities slots) are a complete mystery to me.
    Now that a building is defined, the more interesting thing is what to do with it. Recruitment tied to the building is managed in the building units allowed table, see Part 1A.


    building effects junction

    This is a very important and very complicated table, its layout is pretty simple, a building (Column 1) is assigned an effect (Column 2) with a certain Magnitude (Column 3). Interesting are the different effects. They're also used in other tables.

    Effects table, buildings part
    Spoiler Alert, click show to read: 

    Miscellanous

    • Prestige message: unknown effect. The Prestige is defined in the building levels. Maybe this enabled the Prestige.
    • Management_army: ???

    Economics

    • commodity_prod_<ware>: Produces the selected ware in the selected ammount. Wares are coffe, cotton, furst, ivory, spices, sugar, tea and tobacco. More may be defined in the commodities table (Not tested by me)
    • export_capacity_port: Wares produced in colonies must get home via ports. This is limited by the ports export capacity, which is controlled with this effect.
    • gpd_<cause>: Some buildings add to region wealth (aka gpd). A percentage of this is added to the treasury via taxes. Causes are farm, industry, mine and port. Unknown if more can be defined (maybe in region_economic_factors).
    • gpd_mod_<target>: This modifies the target (all, farms, fisheries(maybe warpath only), industry_all, industry_metals, industry_textiles, ports, unknown if more can be defined). It is a percentage bonus, and it is cumulative.
    • pop_growth_<cause>: This modifies the Population growth by either farm or port_fishing. The magnitude is a percentage, and cumulative by region.
    • pop_maxpop_modifier: This somehow modifies the maximum population. No idea what determines the maximum population. My guess is that the magintude is a percentag by which the maximum population is increased.
    • research_points: Points that are produced each round and subtracted from the cost of a technologiy, see below.
    • research_rate_mod: Increases the research point production by an absolute percentage.
    • ressource_prod_<ware>: Highly mysterious. The magnitude is always 1, and the ware is basicly anything that is not a "commodity". This may add to the "general goods" trade. Ressources are corn, gems, gold, iron, rice, sheep, silver, timber, wheat and wine.
    • tax_bonus_building: This increases the taxrate by the absolute ammount of points in the magnitude (i.e. a 30% tax rate with a building with a 10 increase will give 40% tax, not 33%)
    • trade_routes_mod_max_sea: This controls the number of sea trade routes. (Ability to trade with a faction, not ability to export trade commodities)
    • tw_growth_<cause>: The region wealth (the taxed value, aka gpd) also contains the town wealth. This town wealth grows. It grows by an absoulte ammount defined by taxes, ministers, techs and so on. Buildings also add to this, as defined with this effect. Causes are education, industry, port and roads.

    Military

    • enable_cadenced_marching: allows units to walk faster
    • naval_recruitment_points: Number of ships that can be constucted each turn.
    • recruitment_cost_mod_<target>: This modifies the recruitment cost for the target by the selected percentage. Positive numbers will increase the cost, negative reduce it. Possible targets are category_artillery, category_cavalry, category_dragoons, category_infantry, land_all or naval_all. These category are defined in column 3 of unit tables. Propably faction wide as it is the same effect for technologies.
    • recruitment_points: Number of land units that can be trained each turn.
    • region_turns_to_surrender: Increases the region capital's number of turns it resists a siege by the set ammount
    • upkeep_cost_mod_<target>: This works like the the recruitment_cost_mod for upkeep. Same targets.
    • Small_city_fortification: Adds a small fort to the town
    • Large_city_fortification: Adds a big fort to the town

    Society

    • conversion_<religion>: This controls the conversion effect of the building. I am not sure what exactly the magnitude is, a percentage would imply that small regions get converted at the same speed as big region, which contradicts my memory. Religions are animist, catholic, hindu, islamic, orthodox, protestant, buddhist, sikh, nonconformist. Unknown if / how more can be added. The conversion rates are somehow affected by the religion conversion mods table, which controls the affinity or resistance of a religion (column 1) to convert to another (column 2). The exact effect of the "Factor" (column 3) is unknown to me.
    • happy_<cause>_<target>: This controls the happiness effect of buildings, in negative and positive ways. Causes are clamour_for_reform, culture, industrialisation with target lower, middle, upper and all_classes, or cause religion with a religion as a target (see above)
    • repression_building: same effect as happiness, just with another name

    Agents

    • agent_research_slots: The number of agents that can contribtue to the research poitns
    • agent_spawn_rate_<type>: Modifies the spawn chance of an agent, propably by an absolute ammount of percentage. (see tax_bonus_building in economics for example what this means) types are assasin, eastern_scholar, gentleman, missionary_catholic, missionary_hindu, missionary_islam, missionary_orthodox, missionary_protestant, rake, (scout, shaman, dunno if that works without warpath) and basic_hidden. The last one applies to all agents and is not displayed in the building'ss tooltip.



    building factionwide effects junction

    works like the buildings effects junction. A building (Column 1) is assigned an Effect (Column 2) with a certain magnitude (Column 3).
    Possible effects are researc_rate_mod, which is a global increase for research points in percent and agent_cap_<type>, types are assasin, eastern_scholar, gentleman, missionary and rake (and scout and shaman)


    Nothing has yet been said about the appearance of a building. The model, the name, the Icon, the description. In contrast to units, buildings in ETW can have different appearance depending on who builds them. There can be differentiation in culture and also in faction. A subdifferentiation can be made for government type.


    building culture variants

    A building (Column 1) and culture (Column 2) (possible cultures are indian, middle_east, european and tribal, defined in cultures, they can be split into subcultures in the cultures subcultures, which can be assigned to a faction in the factions tables (Column 3)) are assigned a Battle Model (Column 3, only forts), a Campaign map model (Column 4 and 5, don't ask me the difference). Link goes to models/rigidmodels/campaignbuildings/<magical folder choice>/<entry>.rigidmodel. A description link (the exact way how this works is not clear to me. It somehow links to the localisation entries) (Column 6) and an Icon and info Picture (they are united here, not seperated as with units) (Column 7). Link goes to ui/buildings/icon/<entry>.tga and ui/buildings/info/<entry>.tga


    building culture gov type variants

    This table refines the above choice by government type (Column 3). A model can be assigned (Column 4 and Column 8) but I have no idea why there are 2 columns for that and if they must be identical. The description can and is changed in vanilla (Column 7).


    building faction variants

    works exactly like the table above, except with faction instead of culture, and without battle map model and second model columns.


    building level required technology junctions

    works exactly like the units one. Ties a building (Column 1) to a technology (Column 2)

    building description texts

    is a mystery to me.


    building ressources junction

    No Idea what this table does. Propably nothing.


    building research thread junction

    No idea what this table does
    Last edited by Lazy Knight; February 13, 2010 at 04:00 AM.


  5. #5

    Default Re: The great DB Manual

    Part 3: Everything about Technologies

    technologies

    This table defines the technologies. Their effects or relations are defined in the respective tables


    1. Tech ID: Name of the technology as it is referred to in the DB
    2. Building ID Ref: Building required to research the technology.
    3. Tech Tree Position: The position is unique for each building slot. Picture:
      Spoiler Alert, click show to read: 
    4. Research Points: The number of points the technology takes to research
    5. Icon Name: fetches the icon from ui/Campaign UI/technologies/<entry>.tga
    6. Land Prestige
    7. Naval Prestige
    8. Economic Prestige
    9. Enlightenment Prestige
    10. unknown 1
    11. unknown 2
    12. Researched Message: fetches the picture in the Researched Message from ui/eventpics/(magical folder choice, propably based on faction culture)/<entry>
    13. unknown 3: indicates if tech is required to upgrade buildings. See quote below!

    Localising a technology in the localisation is done in 3 parts. You need the technologies (on screen) name, a short description (one sentence what it does which appears on mouseover) and the long description (when you select the technology). They can be found in
    text/localisation.loc/technologies_onscreen_name_<technology>, text/localisation.loc/technologies_short_description_<technology>, text/localisation.loc/technologies_long_description. The value is always the second column. The long description should start with 2 linebreaks (/n in loc editor)

    uanime5 discovered the effects of some unknowns:
    Quote Originally Posted by uanime5 View Post
    Unknown 1: if 'true' the unit is given a new ability button, for example Plug Bayonet give the bayonet ability button to units and Wedge Formation gives the wedge formation ability button to cavalry. Upgrades to technology, such as the Ring Bayonet and Diamond Formation, are set to 'false' as they replace the ability button, rather than add a new one.

    Unknown 2: couldn't figure this one out. It only applies to military technologies so I thought it may have been to do with technology required for units but there's another table covering this. As it applies to all ordinance technologies this may indicate that the bonuses are means to be cumulative (recruitment cost is increased by 2% per technology).

    Unknown 3: if '1' this indicates this technology is requires to upgrade the building. So to upgrade the School you need Empiricism, to upgrade the Water Powered Cloth Mill you need Power Loom, and to upgrade the Naval Board you need Naval Architecture Advances.

    technology effects junction

    This table is in its layout identical to the building effects junction. A technology (Column 1) is assigned an effect (Column 2) with a certain Magnitude (Column 3). Effects can be the same as described in the buildings section, yet you can find some more here:

    Effects table, technology part
    Spoiler Alert, click show to read: 

    Economics

    • building_cost_mod_<target>: changes the building cost by a percentage for all, farms, happiness, industry, industry_metal, mines or plantations.
    • mod_commodity_fur_production is in there for a warpath tech. May work for other commodities.
    • pop_growth_technology_modifier: Changes population growth by an absolute percentage
    • pop_maxpop_modifier_tech_mod: No idea how this maxpop is calculated, but this modifier increases it.
    • trade_route_all_mod_growth_rate: No idea what this does exactly
    • tw_growth_mod_<target>: This modifies the tw_growth aspect by an absolute percentage. Targets are all, textiles in the file. Unknown if or how more can be defined.
    • tw_growth_technologies_fixed:technologies_fixed is basicly just another cause for tw_growth as described in the buildings part.


    Military

    • charge_bonus_for_bayonet_units
    • enable_<ability>: Enables the ability, abilities are airguns, cadenced_marching, canister_shot, carbines, carcass_shot, cold_resistance (maybe warpath only), diamond_formation, explosive_rockets, explosive_shells, fire_and_advance, fire_by_rank, imrpoved_fougasse, improved_grape_shot, improved_grenades, light_infantry_doctrine, light_infantry_drill, machined_rifling, percussion_shells, platoon_firing, plug_bayonet, quicklime_shells, rifled_cannons, ring_bayonet, screw_breech, shrapnel_shot, sniping_for_all (maybe warpath only), socket_bayonet, square_formation, top_gallants, volley_fire, wedge_formation. Maybe more can be defined, e.g. the abilities from the unit_abilities table.
    • mod_infantry_movement_campaign
    • mod_markmanship_all (maybe only warpath, propably modifies accuracy by an absoulte ammount)
    • mod_reload_rate_carbine unknown if this can be used for other weapons, maybe corresponds to unknown5 in unit stats (wild guess)
    • mod_ship_cannon_fire_rate
    • mod_ship_cannon_reliability
    • mod_ship_movement_battle
    • mod_ship_movement_battle_top_gallants
    • mod_ship_movement_campaign
    • mod_ship_movement_campaign_top_gallants
    • mod_weapon_misfire
    • mod_weapon_misfire_rain
    • morale_bonus (attention: this applies to ships)
    • native_gunpowder_cost_mod (maybe only warpath, no Idea what defines a "gunpowder" unit)



    Miscellanous

    • diplomacy_bonus_faction_leader (maybe warpath only)
    • mod_generals_line_of_sight (maybe warpath only)
    • reveal_los_army_and_settlement_contents (maybe warpath only)



    technology faction junctions

    This table gives technologies (Column 1) to factions (Column 2). Only the positive direction is possible. In order to take a technology from a faction you will have to overwrite the table, i.e. create a table with identical name that contains all the information of the old table except the techs you want removed. This is something DBEditor does not support, so create the table with another name and rename it with PFM.


    technology required building levels junctions

    is unused, as it is defined in the technology tables


    technology required technology junctions

    Defines the requirements of technologies among each other. Column 1 requires Column 2.


    technology threads

    Strange as industry and army seem to include 2 threads each...
    Last edited by Lazy Knight; December 29, 2011 at 02:13 AM.


  6. #6

    Default Re: The great DB Manual

    reserved 5


  7. #7

    Default Re: The great DB Manual

    reserved 6


  8. #8

    Default Re: The great DB Manual

    reserved 7


  9. #9

    Default Re: The great DB Manual

    Changelog:
    13.02.2010: Posted stuff, added _kv... part.
    16.02.2010: Added some info by Isabelxxx to the units part.
    19.02.2010: Small addition to the battle entities table. Thanks to Lee Cowen from CA, Darth Vader and Luntik.
    20.02.2010: Small addition to the battle entities table. Thanks to Isabelxxx and Darth Vader.
    Last edited by Lazy Knight; February 20, 2010 at 12:16 PM.


  10. #10

    Default Re: The great DB Manual

    I doubt I will need all the reserved slots but better safe than sorry

    Hoping this will help new modding-motivated people find their way
    Last edited by Lazy Knight; February 13, 2010 at 04:04 AM.


  11. #11

    Default Re: The great DB Manual

    I am glad every time I see a detailed tutorial. Especially when it covers a long range of modifications, it is well written and comes from a very experienced and skilled modder like Lazy Knight. It is a real boost in modding this wayward game of ETW. Needless to say +rep ! If you need any help let me know. Of course I'll contribute whenever there is something useful to add.




  12. #12

    Default Re: The great DB Manual

    units

    unkown9: 0, except for some ships. Very Mysterious ----> the ship is a merchant ship if true

    REGION RESOURCES
    They must be assigned to regions in the startpos.esf (tiresome work) and an assignment there without a definition here will lead to a CTD at campaignstart or 2nd turn (tested), sometimes you miss the resources tables, you load the campaign and all works but in 2nd turn....CTD

    unit stats
    Armor Value: The exact effect of Armor is unkown
    Armor Type:
    There are leather, chain, plate and f. Exact effect unknown.
    related with projectiles penetration

    the unknowns 20 to 22 may be Spotting Ranges of the unit. Are spotting ranges, see DM for examples which improve the AI. Generally dragons have major values than infantry, and this major than artillery. The values are incremental: 100-200-300 or 100-100-150 but never the opposite 300-200-100

    battle entities:
    unknown3: behavior: man/horse/artillery,...
    Something_else_movement_related: movement in the place. Rotations,...
    unknown3: Movement shape, ellipse, circular, dinamyc_ellipse... ellipse works better for all units (replacing vanilla shapes), except gun_train_x_horse, this case: dynamic_ellipse

    unit stats naval
    See the Bethencourt's tutorial:
    NAVAL STATS. WHAT I THINK I KNOW ABOUT THEM AND YOU NEVER DEARED TO ASK FOR.

    About:
    kv morale

    This table defines the effects of morale. It defines the penalities or bonusses for actions on the battlefield, as well as ranges or times of effects and the tresholds when units break.
    The entries are fairly self-explanatory


    kv naval morale

    This table defines the effects of morale on the sea. As above.


    kv fatigue

    Effects on fatique are organised in this table. A unit starts with 0 fatigue (treshold fresh) and gains fatique for doing tiresome stuff. If they pass a predefined treshold, they status changes, and with it their Morale (as defined in kv morale) and, in my experience, also their movement speed, this should somewhere be defined in the battle entities, but I know nothing about it.


    kv rules

    This is a very important table as it defines most of the combat mechanics. Most of it is sadly unknown. I will offer what explanation I can
    I will add tomorrow a large explanation.

    About the rest I have many more info for adding...
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  13. #13

    Default Re: The great DB Manual

    @Lazy Knight
    Thanks a lot for your huge effort to put all this information together. This guide is really unique and awesome! Amazing work for the benefit of the whole modding community!

    Thank you so much for sharing your knowledge here. +rep

    Because a lot of people asked me how they can add, change or remove something in AUM, I've created a FAQ for players who want to customize their unit packs.

    Of course these things are well known to modders. I've thought it would be useful to share it here for non-modders. Feel free to include this into your first post in a spoiler if you want.

    TWC WIKI - How to customize Unit Pack Mods (vanilla example)
    http://www.twcenter.net/wiki/How_to_customize_Unit_Pack_Mods
    Spoiler Alert, click show to read: 

    Please create a backup before you edit the pack file in case that it doesn't load anymore after you changed it.

    All tables are shown here with the "standard vanilla table" names between "". In the pack files of several unit packs they have prefixes like this "aum_" or "my_units_" or "nameofmod_".

    Link to the Pack File Manager
    Link to the DB Editor

    You can open all pack files with these editors above. I recommend to use the DBEditor.


    How to change the "limit" of an unit:

    > open the table "units_tables/units".
    Scroll to the right until you see the columns called "Unit_Limit" and "MP_Unit_Limit". The first sets the limit in the campaign mode and the second sets the limit in multiplayer mode.

    There you can change the "1" or "2" to "10". If you change this to "0", then you have unlimited units.


    How to remove an unit from game:

    > open the table
    "units_to_groupings_military_permissions_tables/units_to_groupings_military_permissions" or "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"

    Search the unit and delete the whole row.


    How to change the "size" of an unit:

    > open the table "unit_stats_land_tables/units_stats_land". The second column is called "Unit Size".

    There you can change the unit size for every unit.


    How to add "grenades" back to Grenadiers:

    > open the table "unit_stats_land_tables/units_stats_land".

    Scroll to the right until you see a column called "Can throw grenades". There you can change "False" to "True".


    How to add more "cannons" to the artillery units:

    > open the table "unit_stats_land_tables/aum_unit_stats_land".

    You can raise the values in the cells of these two columns: "size" and "# Artillery"

    Example: If you want to give them 6 instead of 4 cannons, then you have to change the "size" to 36 and the "# Artillery" to 6.
    One cannon requires 6 men.


    How to add an unit to a group of factions:

    > open the table
    "units_to_groupings_military_permissions_tables/units_to_groupings_military_permissions"

    Then add a new row with the button. Edit the two new columns like this:
    1. column = unit_ID / 2. column = faction_group


    How to add an unit to a specific faction:

    > open the table
    "units_to_exlusive_faction_permissions/units_to_exlusive_faction_permissions"

    Then add a new row with the button. Edit the three new columns like this:
    1. column = euro_elite_light_infantry_windbuchse_jagers / 2. column = prussia / 3. column = true

    The Prussians can recruit now the "Windbüchse Jaegers" from Austria in the "austria_home_regions" too.


    How to change the "recruitment region" of an unit:

    > open the table "units_tables/units".

    Scroll to the right until you see the eight column called "Region IDRef". There you can change the region to global, europe, middle_east and others.


    How to remove the required technology of an unit:

    > open the table "unit_required_technology_junctions_tables/unit_required_technology_junction".

    There you can delete the entry for your unit.


    How to change the "melee weapon" from "sword" to "bayonet":

    > open the table "unit_stats_land_tables/units_stats_land".
    - scroll to the column "Animation table" and replace "man_musket_sabre" with "man_musket"
    - change the "Warscape equipment theme" from "x_euro_musket_sabre" to "x_euro_musket"
    - change the "Melee weapon" from "sword" to "plug_bayonet"
    - from the column "Melee weapon" go five columns to the right where the column is called "unknown" and change there "foot_sword" to "foot_bayonet"

    The unit uses now a bayonet instead of a sword.


    How to change the "model/texture" of a land unit:

    > open the table "unit_stats_land_tables/units_stats_land".
    Scroll to the column nr. 8 which is called "model".

    There you can change the existing models for every unit. Be sure that you change it to an already included model otherwise you get CTDs.


    How to change the "model/texture" of a naval crew marines unit:

    > open the table "unit_stats_naval_crew_tables/aum_unit_stats_naval_crew". Scroll to the column which is called "model".
    There you can change the existing models for every unit. Be sure that you change it to an already included model otherwise you get CTDs.


    How to add "rank_fire" to an unit or remove "platoon_fire":

    > open the table "unit_to_unit_abilities_junction_tables/unit_to_unit_abilities_junction"

    There you can see which unit has which abilities. Several units have "rank_fire" already activated.
    > add a new row with the button. Edit the two columns like this:
    1. column = UNIT_ID / 2. column = rank_fire

    If an unit can use "platoon_fire_grouped" and/or "improved_platoon_fire_grouped", then the unit will use this two firing drills instead of "rank_fire".
    If you want to be sure that your unit only uses "rank_fire", then you have to delete all rows where the firing drill "platoon..." and "improved_platoon..." is shown.


    How to change the name of an unit:

    Open a "language.pack" and go to the bottom of the table.
    For every unit there are three rows included > 1. names / 2. short description / 3. long description
    1. units_on_screen_name_UNIT_ID 2. unit_description_texts_description_text_UNIT_ID 3. unit_description_texts_long_description_text_UNIT_ID

    Don't change anything in the first column. In the second column you can add your new custom text.


    How to change the "experience" that the units are getting from their recruitment building:

    > open the table "unit_buildings_allowed_tables/aum_unit_buildings_allowed"
    In the column "Experience" you can give to the unit these values = 0, 1, 2 and 3


    How to change the "availability" of an unit in the "early" and "late" custom battles:

    > open the table "units_tables/aum_units"
    There you can add a "True" or "False" value in these columns below: Early_availability Late_availability


    How to change the "campaign movement rate" of an unit:

    > open the table "units_tables/aum_units"
    There you can change the value in the "Campaign_Map_Action_Points".


    How to give the "trading ability" to a ship:

    > open the table "unit_stats_naval_tables/aum_units_stats_naval". Scroll to the third last column which is called "Can_trade".
    Change the "False" value to "True" to give to that ship the "trading ability".


    How to enable the „bullet trails“ for the custom AUM projectiles:

    > open the table "projectiles_tables/aum_projectiles"
    Change the value in the column "Trail" from "none" to "alpha_bullet". This cell must have an entry. If you switch back to no bullet trails, you have to write "none" there. You mustn't leave it blank.


    How to enable the „backpacks“ of the vanilla units again:

    > open the table "warscape_equipment_themes_tables/aum_warscape_equipment_theme"
    All units that are using my "aum_***" warscape themes need these entries. You mustn't remove them.
    remove all entries below my "aum_***" warscape themes: x_euro***, x_east***, x_natam***

    AUM FAQ - How to customize AUM
    http://www.twcenter.net/forums/showt...69#post5556469
    Spoiler Alert, click show to read: 

    Please create a backup before you edit the pack file in case that it doesn't load anymore after you changed it.

    Link to DBEditor and Pack File Manager

    You can open all pack files with these editors above. I recommend to use the latest DBEditor.

    How to change the "limit" of an unit:
    open the table "units_tables/aum_units". Scroll to the right until you see the columns called "Unit_Limit" and "MP_Unit_Limit". The first sets the limit
    in the campaign mode and the second sets the limit in multiplayer mode.

    There you can change the "1" or "2" to "10". If you change this to "0", then you have unlimited units.


    How to remove an unit from game:
    open the table
    "units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"
    or
    "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"

    Search for the unit and delete the whole row.


    How to change the "size" of an unit:

    open the table "unit_stats_land_tables/aum_units_stats_land". The second column is called "Unit Size"

    There you can change the unit size for every unit.


    How to add an unit to a group of factions:
    open the table "units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"
    Then add a new row with the button. Edit the two new columns like this:
    1. column = euro_marines_elite / 2. column = austria_group

    After that save the pack-file and the Austrian faction group can recruit "Marines" too.


    How to add an unit to a specific faction:
    open the table "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"

    Then add a new row with the button. Edit the three new columns like this:
    1. column = euro_elite_light_infantry_windbuchse_jagers / 2. column = prussia / 3. column = true

    After that save the pack-file and the Prussians can recruit the "Windbüchse Jaegers" from Austria in the "austria_home_regions" too.


    How to change the "recruitment region" of an unit:
    open the table "units_tables/aum_units". Scroll to the right until you see the eight column called "Region IDRef"

    There you can change the region to "global, europe, middle_east" and others.


    How to remove the required technology of an unit:
    open the table "unit_required_technology_junctions_tables/aum_unit_required_technology_junction"

    There you can delete the entry for your unit.


    How to change the "model/texture" of a land unit:
    open the table "unit_stats_land_tables/aum_units_stats_land". Scroll to the column nr. 8 which is called "model"

    There you can change the existing models for every unit. Be sure that you change it to an already included model otherwise you get CTDs.


    How to change the "model/texture" of a naval crew marines unit:
    open the table "unit_stats_naval_crew_tables/aum_unit_stats_naval_crew". Scroll to the column which is called "model".

    There you can change the existing models for every unit. Be sure that you change it to an already included model otherwise you get CTDs.


    How to add "grenades" back to Grenadiers:
    open the table "unit_stats_land_tables/aum_units_stats_land". Scroll to the right until you see a column called "Can throw grenades"

    There you can change "false" to "true".


    How to add more "cannons" to the artillery units:
    open the table "unit_stats_land_tables/aum_unit_stats_land".

    You can raise the values in the cells of these two columns: "size" and "# Artillery"

    Example:
    If you want to give them 6 instead of 4 cannons, then you have to change the "size" to 36 and the "# Artillery" to 6.

    One cannon requires 6 men.


    How to add "rank_fire" to an unit or remove "platoon_fire":
    open the table "unit_to_unit_abilities_junction_tables/aum_unit_to_unit_abilities_junction"

    There you can see which unit has which abilities. Several units have "rank_fire" already activated.

    > add a new row with the button. Edit the two columns like this:
    1. column = UNIT_ID / 2. column = rank_fire

    If an unit can use "platoon_fire_grouped" and/or "improved_platoon_fire_grouped", then the unit will use this two firing drills instead of "rank_fire".

    If you want to be sure that your unit only uses "rank_fire", then you have to delete all rows where the firing drill "platoon..." and "improved_platoon..." is shown.


    How to change the "melee weapon" from "sword" to "bayonet":
    open the table "unit_stats_land_tables/aum_units_stats_land"
    - scroll to the column "Animation table" and replace "man_musket_sabre" with "man_musket"
    - change the "Warscape equipment theme" from "x_euro_musket_sabre" to "x_euro_musket"
    - change the "Melee weapon" from "sword" to "plug_bayonet"
    - from the column "Melee weapon" go five columns to the right where the column is called "unknown" and change there "foot_sword" to "foot_bayonet"

    After that save the pack-file and the unit uses a bayonet instead of a sword.


    How to change the name of an unit:
    open the "patch_aum_**_loc***.pack" and go to the bottom of the table. For every unit there are three rows included > 1. names / 2. short description / 3. long description

    1. units_on_screen_name_UNIT_ID
    2. unit_description_texts_description_text_UNIT_ID
    3. unit_description_texts_long_description_text_UNIT_ID

    Don't change anything in the first column. In the second column you can add your new custom text.


    How to change the "availability" of an unit in the "early" and "late" custom battles:
    open the table "units_tables/aum_units"

    There you can add a "True" or "False" value in these columns below:
    Early_availability
    Late_availability



    How to change the "campaign movement rate" of an unit:
    open the table "units_tables/aum_units"

    There you can change the value in the "Campaign_Map_Action_Points".


    How to change the "experience" that the units are getting from their recruitment building:
    open the table "unit_buildings_allowed_tables/aum_unit_buildings_allowed"

    In the column "Experience" you can give to the unit these values = 0, 1, 2 and 3


    How to give the "trading ability" to a ship:
    open the table "unit_stats_naval_tables/aum_units_stats_naval". Scroll to the third last column which is called "Can_trade".

    Change the "False" value to "True" to give to that ship the "trading ability".


    How to enable the „bullet trails“ for the custom AUM projectiles:
    open the table "projectiles_tables/aum_projectiles"

    Change the value in the column "Trail" from "none" to "alpha_bullet". This cell must have an entry. If you switch back to no bullet trails, you have to write "none" there. You mustn't leave it blank.


    How to enable the „backpacks“ of the vanilla units again:
    open the table "warscape_equipment_themes_tables/aum_warscape_equipment_theme"

    All units that are using my "aum_***" warscape themes need these entries. You mustn't remove them.

    remove all entries below my "aum_***" warscape themes:
    x_euro***, x_east***, x_natam***


    How to remove all AUM units if you want to play DM, APE:TI, IS or vanilla ONLY with the ORNAMENTUM units?

    Here is a solution if you want to remove all AUM units: (These changes are save game compatible)
    open these two tables and delete them (File > Delete table)

    "units_to_groupings_military_permissions_tables/aum_units_to_groupings_military_permissions"


    "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"


    How to activate the AUM unit versions of the APE:TI units:
    open the table "units_to_exlusive_faction_permissions/aum_units_to_exlusive_faction_permissions"

    You have to set all "False" values of these units to "True".

    french_douaniers_infantry france True
    prussian_giants_grenadiers_elite prussia True
    spanish_regimiento_infanteria_del_rey spain True
    spanish_catalonian_light_infantry spain True
    east_indian_deccani_lancers maratha True
    east_indian_deccani_lancers mughal True

    You can now play my AUM unit versions and the APE:TI units together.


    How to re-activate the "unlocked" units in the AUM-Imperial Splendour version:
    There is a text file called "AUM_units_to_factions_relations.txt" available below.

    In this file are all unit-to-faction and unit-to-faction-group relations of the custom units and ships listed.

    Just follow the two "How to add an unit..." tutorials above.

    I will get my other discovered issues and values together and will reply later again.

    Could you please upload your customized DB.xsd file from the DBEditor to your first post? I would like to have a look at it.

    After we have discovered more values here on this thread we could inform our fellow masterminds LTChambers and Alpaca that they can implement our discoveries into future DBE versions.

    We have to unite and share our knowledge!

    Cheers
    Swiss Halberdier

  14. #14

    Default Re: The great DB Manual

    Hi!

    Lazy Knight. Thank you for your great work, +rep. And thank you for your mention.

  15. #15

    Default Re: The great DB Manual

    Other useful thing which I see many users asking about, unit abilities (removing some abilities):

    kingtigertank
    Hi I just started modding ETW and i was wondering how to remove platoon firing from elite units and give them rank fire instead because platoon firing seems to be ineffective.

    P.S how do i edit the patch.pack data files in dbeditor? I can't edit any values....
    Also when i install any mod the game crashes. What version of the game do I need to play mods?
    Marcus Aemilius Lepidus
    I want to do the same. Naturaly i don't want to change something on the vanilla files, so i make my own little mod with the db-editor. Klick on new table on unit_to_unit_abilities_junktions and copy all entrys in my own table, than i cut every entry of the platoon firedrill and save it.

    But now, nothing is changed when i play a skirmish battle to test it. All have still this ugly drill. Mod is activated via Modmanager, but nothing is changed. What i have forgotten?
    Isabelxxx
    You can't edit patch.pack. Clone (copy/paste) the table and edit it.

    Vanilla table has this name:
    unit_to_unit_abilities_junctions

    Your table has other name:
    my_unit_xxxx (the exact name doesn't matter)

    But you know that tables are incremental, this mean that your values (in your table) are added to vanilla table in game.... so you really have not deleted platoon fire-drill because it is still in the vanilla table.

    Open your new mod.pack with Pack File Manager and rename your table to:
    unit_to_unit_abilities_junctions (same than vanilla)


    When ETW is loading it will replace vanilla table with yours ''on the air'', and all will work properly. For this reason you have to copy/paste the entire table if you want to remove an ability.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  16. #16

    Default Re: The great DB Manual

    thanks for everybody's input, espacially Isabelxxx
    I'll parse your feedback and add to the manual soon, most of it is already contained (e.g. how to overwrite a table), so I'll see that I can make it more prominent.

    I will rework the "Modding Basics" part (where the overwriting is talked about in one sentence) when I have time, as for your Additions:


    • units, unknown9: This is non-0 for some high level ships, are you we are talking about the same column?
    • region ressources: Info will be added.
    • Armor Type: well, that it is related with penetration is obvious for armor... Do you now anything precise about what this does?
    • spotting ranges: Which spotting ranges are they? For hidden units? or what? How would that change the AI's behaviour when such units are not on the field? I am no friend of such magic...
    • battle entities, behaviour: What does this "Behaviour" does? I see the values it can take myself, but I do not see the effect of this column.
    • movement related: Will be added
    • movement shape: is this the form of the circle around the unit? What do you mean with "works best"?
    Last edited by Lazy Knight; February 15, 2010 at 01:57 PM.


  17. #17

    Default Re: The great DB Manual

    Lazy Knight

    • units, unknown9: This is non-0 for some high level ships, are you we are talking about the same column?

    unkown9: 0, except for some ships. Very Mysterious ----> the ship is a merchant ship if true
    I have written this by error... this is the correction: if it's 1, the ship have an admiral when recruiting the unit.

    • Armor Type: well, that it is related with penetration is obvious for armor... Do you now anything precise about what this does?

    You have the armor value (divisor applied), and the armor type: Chain (applied to melee(only some types of weapons) , bullets, arrow), leather (applied to arrows), ....
    I think it affects to movement too but...


    • spotting ranges: Which spotting ranges are they? For hidden units? or what? How would that change the AI's behaviour when such units are not on the field? I am no friend of such magic...

    The value it's applied to unit fire-angle and melee. DM values (tested) optimize the response of the units when the AI try to shoot/attack your troops. It makes that dragoons can shoot while moving properly, ....

    • battle entities, behaviour: What does this "Behaviour" does? I see the values it can take myself, but I do not see the effect of this column.

    Without effect, only info.

    • movement shape: is this the form of the circle around the unit? What do you mean with "works best"?

    I never noticed it... This controls the ''space'' used by the unit, specially in melee. Ellipses works better than circles (maybe it's not logic, but this is ETW...) in melee and general movements.
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  18. #18

    Default Re: The great DB Manual

    Thanks, I added most of it to the table, Yet the unknown9... you must have it wrong. It is 0 for every unit except:
    1st rates (value is 5)
    Rocket Ships (10)
    Over 1st Rates (15)
    Steam Ships and Special Edition HMS whatever ships (20)


  19. #19

    Default Re: The great DB Manual

    Lazy Knight
    I have not say anything... thinking about other table.
    These values are really strange...
    Spoiler Alert, click show to read: 
    1st_rate First Rate Ship of the Line naval_line_of_battle naval_first_rate 3240 2660 4 3240 810 39 True naval_captain 1st_rate 3d_100 1st_rate global 0 mp_naval_line_of_battle False False True 5 False 0
    1st_rate_american First Rate Ship of the Line naval_line_of_battle naval_first_rate 3260 2680 4 3250 810 39 True naval_captain 1st_rate 3d_100 1st_rate global 0 mp_naval_line_of_battle False True True 5 False 0
    1st_rate_british First Rate Ship of the Line naval_line_of_battle naval_first_rate 3320 2730 4 3310 820 39 True naval_captain 1st_rate 3d_100 1st_rate global 0 mp_naval_line_of_battle False False True 5 False 0
    1st_rate_french First Rate Ship of the Line naval_line_of_battle naval_first_rate 3370 2760 4 3350 830 39 True naval_captain 1st_rate 3d_100 1st_rate global 0 mp_naval_line_of_battle False False True 5 False 0
    1st_rate_russian First Rate Ship of the Line naval_line_of_battle naval_first_rate 3240 2660 4 3240 810 39 True naval_captain 1st_rate 3d_100 1st_rate global 0 mp_naval_line_of_battle False False True 5 False 0
    1st_rate_spanish First Rate Ship of the Line naval_line_of_battle naval_first_rate 3200 2630 4 3200 800 39 True naval_captain 1st_rate 3d_100 1st_rate global 0 mp_naval_line_of_battle False False True 5 False 0
    rocket_ship Rocket Ship naval_specialist naval_rocket_ship 2100 1715 1 2100 520 39 True naval_captain rocket_ship rocket rocket_ship global 3 mp_naval_small_ship False False True 10 False 0
    rocket_ship_american Rocket Ship naval_specialist naval_rocket_ship 2065 1680 1 2100 520 39 True naval_captain rocket_ship rocket rocket_ship global 3 mp_naval_small_ship False False True 10 False 0
    rocket_ship_british Rocket Ship naval_specialist naval_rocket_ship 2135 1750 1 2135 530 39 True naval_captain rocket_ship rocket rocket_ship global 3 mp_naval_small_ship False False True 10 False 0
    rocket_ship_french Rocket Ship naval_specialist naval_rocket_ship 2135 1750 1 2170 540 39 True naval_captain rocket_ship rocket rocket_ship global 3 mp_naval_small_ship False False True 10 False 0
    rocket_ship_spanish Rocket Ship naval_specialist naval_rocket_ship 2065 1715 1 2100 520 39 True naval_captain rocket_ship rocket rocket_ship global 3 mp_naval_small_ship False False True 10 False 0
    over_1st_rate Heavy First Rate naval_line_of_battle naval_over_first_rate 4010 3290 4 3980 990 39 True naval_captain sub1st_rate 4d over_1st_rate global 0 mp_naval_line_of_battle False False True 15 False 0
    over_1st_rate_american Heavy First Rate naval_line_of_battle naval_over_first_rate 4030 3310 4 4010 1000 39 True naval_captain sub1st_rate 4d over_1st_rate global 0 mp_naval_line_of_battle False False True 15 False 0
    over_1st_rate_british Heavy First Rate naval_line_of_battle naval_over_first_rate 4070 3340 4 4040 1010 39 True naval_captain sub1st_rate 4d over_1st_rate global 0 mp_naval_line_of_battle False False True 15 False 0
    over_1st_rate_french Heavy First Rate naval_line_of_battle naval_over_first_rate 4090 3360 4 4070 1010 39 True naval_captain sub1st_rate 4d over_1st_rate global 0 mp_naval_line_of_battle False False True 15 False 0
    over_1st_rate_russian Heavy First Rate naval_line_of_battle naval_over_first_rate 3980 3270 4 3960 990 39 True naval_captain sub1st_rate 4d over_1st_rate global 0 mp_naval_line_of_battle False False True 15 False 0
    over_1st_rate_spanish Heavy First Rate naval_line_of_battle naval_over_first_rate 4000 3280 4 3970 990 39 True naval_captain sub1st_rate 4d over_1st_rate global 0 mp_naval_line_of_battle False False True 15 False 0
    sp_ed_hms_victory HMS Victory naval_line_of_battle naval_over_first_rate 4764 3912 4 4740 1180 39 True naval_captain hms_victory hms_victory sp_ed_hms_victory england 1 mp_naval_line_of_battle False False True 20 False 1
    sp_ed_hms_victory_admiral HMS Victory naval_line_of_battle naval_admiral 4764 3912 4 4740 1180 39 True Naval_admiral hms_victory hms_victory sp_ed_hms_victory england 1 mp_naval_line_of_battle False False False 20 False 1
    steam_ship Steamship naval_frigate naval_steam_ship 1730 1420 2 1740 430 42 True naval_captain steam_frigate steamer steam_ship global 0 mp_naval_line_of_battle False False True 20 False 0
    steam_ship_american Steamship naval_frigate naval_steam_ship 1710 1410 2 1720 430 42 True naval_captain steam_frigate steamer steam_ship global 0 mp_naval_line_of_battle False False True 20 False 0
    steam_ship_british Steamship naval_frigate naval_steam_ship 1760 1440 2 1770 440 42 True naval_captain steam_frigate steamer steam_ship global 0 mp_naval_line_of_battle False False True 20 False 0
    steam_ship_french Steamship naval_frigate naval_steam_ship 1880 1540 2 1890 470 42 True naval_captain steam_frigate steamer steam_ship global 0 mp_naval_line_of_battle False False True 20 False 0
    steam_ship_spanish Steamship naval_frigate naval_steam_ship 1730 1420 2 1740 430 42 True naval_captain steam_frigate steamer steam_ship global 0 mp_naval_line_of_battle False False True 20 False 0


    Turns until the units can be recruited?
    Something related with reparations?
    Who knows...
    All my downloads need for uncompressing them:

    7-Zip 9.10 beta Windows 32-bit

  20. #20

    Default Re: The great DB Manual

    Quote Originally Posted by Isabelxxx View Post
    Who knows...
    Most likely Bethencourt
    My Tools, Tutorials and Resources

    Was running out of space, so see the full list here!

    Consider the postage stamp: its usefulness consists in the ability to stick to one thing till it gets there.- Josh Billings
    The creatures outside looked from pig to man, and from man to pig, and from pig to man again; but already it was impossible to say which was which.- George Orwell

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