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 | ||
| | | 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 | | 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 | | List containing CarrierUnitAI tags. | ||
|- | |- | ||
! CarrierUnitAI | ! CarrierUnitAI | ||
| | | A UNITAI definition that determines how a unit carrying this unit will behave when controlled by the AI. | ||
|- | |- | ||
! ProductionTraits | ! ProductionTraits |
Revision as of 23:56, 16 October 2009
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>