;
; RTW Unit Details spreadsheet-generated unit descriptions
;
;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
; 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 on 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
; hide_forest, hide_improved_forest, hide_long_grass, 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
;
; 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, 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
; Min delay between attacks (in 1/10th of a second)
; 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. Phalanx capable units only
; prec = Missile weapon is only thrown 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
;
;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_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_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 imperuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Ectra 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_ownership List of factions and cultures that may have this unit
type roman legionary first cohort i
dictionary roman_legionary_first_cohort_i ; Early Legionary First Cohort
category infantry
class heavy
voice_type Heavy_1
soldier roman_legionary_cohort_i, 60, 0, 1.3
officer roman_centurion
officer roman_standard
attributes sea_faring, hide_forest, can_sap, hardy, command
formation 1, 2, 2, 3, 4, square, testudo
stat_health 1, 0
stat_pri 13, 3, pilum, 35, 2, thrown, blade, piercing, spear, 25 ,1
stat_pri_attr prec, thrown ap
stat_sec 9, 3, no, 0, 0, melee, simple, piercing, sword, 25 ,1
stat_sec_attr no
stat_pri_armour 7, 5, 5, metal
stat_sec_armour 0, 1, flesh
stat_heat 4
stat_ground 2, 0, 0, 0
stat_mental 10, disciplined, highly_trained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 1010, 310, 110, 160, 1010
ownership romans_julii,romans_brutii,romans_scipii,romans_senate
In the MTW2 EDU:
;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
;Dictionary clarifications: F - Foot, AF - Armoured Foot, MA - Men-at-Arms, N - Noble
;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 Gondor Infantry
dictionary Gondor_Infantry
category infantry
class spearmen
voice_type Heavy
accent GondorInfantry
banner faction main_infantry
banner holy crusade
soldier Norse_Swordsmen, 60, 0, 1
officer gondor_captain_early_flag
officer kingsguard_ug1
mount_effect horse -1, camel -2, elephant -3
attributes sea_faring, hide_forest, can_withdraw, free_upkeep_unit, hardy, legionary_name
formation 1.3, 1.3, 2.6, 2.6, 6, square, testudo (adding testudo immediately after to square, when you start the mod it crashes)
stat_health 1, 2
stat_pri 8, 3, no, 0, 0, melee, melee_blade, piercing, sword, 20, 1
stat_pri_attr no
stat_sec 0, 0, no, 0, 0, no, melee_simple, blunt, none, 0, 1
stat_sec_attr no
stat_pri_armour 11, 4, 4, metal
stat_sec_armour 0, 0, flesh
stat_heat 3
stat_ground 1, -2, 0, -1
stat_mental 19, disciplined, trained
stat_charge_dist 8
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 900, 315, 125, 125, 900, 4, 90
armour_ug_levels 3, 4, 5, 6, 6, 6
armour_ug_models gondor_infantry, gondor_infantry_ug1, gondor_infantry_ug2, gondor_infantry_ug2
ownership sicily, united, slave, turks, russia
era 0 sicily
era 1 sicily
era 2 sicily
recruit_priority_offset 40 |