Civ4SpecialUnitInfos: Difference between revisions

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The '''Civ4SpecialUnitInfos''' file defines various properties for fighters, great people, and missiles.
The '''Civ4SpecialUnitInfos''' file defines various properties for unit groups that are carried by other units such as fighters, great people, and missiles; it is referred to by the <SpecialCargo> tag from [[Civ4UnitInfos#Miscellaneous|Civ4UnitInfos]].


All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.  
All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.  
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|-
|-
! Type
! Type
| The name of the unit; which must be unique
| The name of the unit; which must be unique.
|-
|-
! Description
! Description
| Either from one of the text files or the name of the unit as displayed in game.
| The TXT_KEY that is displayed as the name of the carried unit; ex. "Carries Fighters" means the TXT_KEY is the word "Fighters".
|}
|}


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|-
|-
! bValid
! bValid
| Always 1
| Always 1.
|-
! bUnitAI
| Always 1.
|-
|-
! bCityLoad
! bCityLoad
| If 1, the unit is a missile (not sure of the exact effect)
| If 1, the unit cannot directly rebase to a valid carrier-unit; rather it must be loaded onto carrier-units when both units are in the same city.
Used in vanilla Civ4 for missile units.
|}
|}


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|-
|-
! CarrierUnitAIs
! CarrierUnitAIs
| List tag - contains CarrierUnitAI tags
| List containing CarrierUnitAI tags.
|-
|-
! CarrierUnitAI
! CarrierUnitAI
| How a unit carrying this unit will behave if controlled by the AI
| A UNITAI definition that determines how a unit carrying this unit will behave when controlled by the AI.
|-
|-
! ProductionTraits
! ProductionTraits
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   </SpecialUnitInfo>
   </SpecialUnitInfo>
  </SpecialUnitInfos>
  </SpecialUnitInfos>
{{Civ4_XML_Files}}

Latest revision as of 20:59, 8 April 2010

The Civ4SpecialUnitInfos file defines various properties for unit groups that are carried by other units such as fighters, great people, and missiles; it is referred to by the <SpecialCargo> tag from Civ4UnitInfos.

All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.


Tags

Headers

These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.

Tag Name Description
Civ4SpecialUnitInfos This begins and ends the file. Everything must go in between these two, or it will not work.
SpecialUnitInfo Each different unit type's data is enclosed in a separate tag like this.


Text

Tag Name Description
Type The name of the unit; which must be unique.
Description The TXT_KEY that is displayed as the name of the carried unit; ex. "Carries Fighters" means the TXT_KEY is the word "Fighters".


Boolean

All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".

Tag Name Description
bValid Always 1.
bUnitAI Always 1.
bCityLoad If 1, the unit cannot directly rebase to a valid carrier-unit; rather it must be loaded onto carrier-units when both units are in the same city.

Used in vanilla Civ4 for missile units.


Lists (Multi-line)

All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).

Tag Name Description
CarrierUnitAIs List containing CarrierUnitAI tags.
CarrierUnitAI A UNITAI definition that determines how a unit carrying this unit will behave when controlled by the AI.
ProductionTraits Traits which impact on the speed at which this unit is produced.


Example

In the following example of code, please note that there is a specific order of all of the tags. You must list the tags in this order for the game to properly interpret your file.

<SpecialUnitInfos>
 <SpecialUnitInfo>
  <Type>SPECIALUNIT_FIGHTER</Type>
  <Description>TXT_KEY_SPECIALUNIT_FIGHTER</Description>
  <bValid>1</bValid>
  <bCityLoad>0</bCityLoad>
  <CarrierUnitAIs>
   <CarrierUnitAI>
    <UnitAIType>UNITAI_CARRIER_SEA</UnitAIType>
    <bUnitAI>1</bUnitAI>
   </CarrierUnitAI>
  </CarrierUnitAIs>
  <ProductionTraits/>
 </SpecialUnitInfo>
</SpecialUnitInfos>


GlobalDefinesGlobalDefinesAltGlobalTypesPythonCallbackDefines

Art:

Civ4ArtDefines_BonusCiv4ArtDefines_BuildingCiv4ArtDefines_CivilizationCiv4ArtDefines_FeatureCiv4ArtDefines_ImprovementCiv4ArtDefines_InterfaceCiv4ArtDefines_LeaderheadCiv4ArtDefines_MiscCiv4ArtDefines_MovieCiv4ArtDefines_TerrainCiv4ArtDefines_UnitCiv4MainMenusCiv4RiverModelInfosCiv4RouteModelInfos

Audio; Buildings:

Audio2DScriptsAudio3DScriptsAudioDefinesAudioSoundscapeScriptsCiv4BuildingClassInfosCiv4BuildingInfosCiv4CityLSystemCiv4PlotLSystemCiv4SpecialBuildingInfos

BasicInfos:

Civ4AttitudeInfosCiv4BasicInfosCiv4CalendarInfosCiv4CityTabInfosCiv4DenialInfosCiv4DomainInfosCiv4InvisibleInfosCiv4MemoryInfosCiv4MonthInfosCiv4NewConceptInfosCiv4SeasonInfosCiv4UnitAIInfosCiv4UnitCombatInfos

Civilizations; Events:

Civ4CivilizationInfosCiv4LeaderHeadInfosCiv4TraitInfosCiv4UnitArtStyleTypeInfosCiv4EventInfosCiv4EventTriggerInfos

GameInfo:

Civ4CivicInfosCiv4CivicOptionInfosCiv4ClimateInfoCiv4CommerceInfoCiv4CorporationInfoCiv4CultureLevelInfoCiv4CursorInfoCiv4DiplomacyInfosCiv4EmphasizeInfosCiv4EspionageMissionInfoCiv4EraInfosCiv4ForceControlInfosCiv4GameOptionInfosCiv4GameSpeedInfoCiv4GoodyInfoCiv4GraphicOptionInfosCiv4HandicapInfoCiv4HintsCiv4MPOptionInfosCiv4PlayerOptionInfosCiv4ProcessInfoCiv4ReligionInfoCiv4SeaLevelInfoCiv4SpecialistInfosCiv4TurnTimerInfoCiv4UpKeepInfoCiv4VictoryInfoCiv4VoteInfoCiv4VoteSourceInfosCiv4WorldInfo

Interface:

Civ4AdvisorInfosCiv4CameraInfosCiv4ColorValsCiv4InterfaceModeInfosCiv4PlayerColorInfosCiv4SlideShowInfosCiv4SlideShowRandomInfosCiv4SpaceShipInfosCiv4ThroneRoomeInfosCiv4ThroneRoomCameraInfosCiv4ThroneRoomStyleInfosCiv4WorldPickerInfos

Misc:

Civ4AttachableInfosCiv4CameraOverlayInfosCiv4DetailManagerCiv4EffectInfosCiv4QuestInfosCiv4RiverInfosCiv4RouteInfosCiv4TerrainPlainInfosCiv4TutorialInfosCiv4WaterPlaneInfos

Technologies:

Civ4TechInfos

Terrain:

Civ4BonusClassInfosCiv4BonusInfosCiv4FeatureInfosCiv4ImprovementInfosCiv4SymbolMeshPathsCiv4TerrainInfosCiv4TerrainSettingsCiv4YieldInfos

Units:

Civ4AnimationInfosCiv4AnimationPathInfosCiv4AutomateInfosCiv4BuildInfosCiv4CommandInfosCiv4ControlInfosCiv4EntityEventInfosCiv4FormationInfosCiv4MissionInfosCiv4PromotionInfosCiv4SpecialUnitInfosCiv4UnitClassInfosCiv4UnitInfos

Schemas:

Civ4GlobalDefinesSchemaCiv4GlobalTypesSchemaCiv4ArtDefinesSchemaAudioDefinesSchemaAudioScriptSchemaCiv4BasicInfoSchemaCiv4BuildingSchemaCiv4LSystemSchemaCiv4CivilizationSchemaCiv4EventSchemaCiv4GameInfoSchemaCiv4InterfaceSchemaCiv4MiscSchemaCiv4TutorialSchemaCiv4DetailManagerSchemaCiv4TechnologiesSchemaCiv4TerrainSchemaCiv4FormationSchemaCiv4UnitSchema

Italics: Beyond the Sword only