Civ4UnitInfos: Difference between revisions
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All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. | All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. | ||
<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work. | <UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.<br /> | ||
<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this. | <UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.<br /> | ||
<Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation | <Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.<br /> | ||
<Type></Type> The unit's n-game name, which must be unique. | <Type></Type> The unit's n-game name, which must be unique.<br /> | ||
<UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished. | <UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.<br /> | ||
<Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. | <Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in. <br /> | ||
<Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured | <Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured<br /> | ||
<Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER | <Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER<br /> | ||
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit. | <Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /> | ||
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default. | <DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.<br /> | ||
<Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) | <Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below) <br /> | ||
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see. | <SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.<br /> | ||
<Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here. | <Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.<br /> | ||
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit. | <Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.<br /> | ||
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry | <Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /> | ||
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea. | <Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /> | ||
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders. | <bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.<br /> | ||
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time. | <bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.<br /> | ||
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit. | <bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /> | ||
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units. | <bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /> | ||
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them. | <bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /> | ||
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does. | <bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /> | ||
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war. | <bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /> | ||
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic | <bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic<br /> | ||
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that. | <bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /> | ||
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units. | <bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.<br /> | ||
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles | <bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /> | ||
<bSpy></bSpy> If set to 1, the unit is a spy | <bSpy></bSpy> If set to 1, the unit is a spy<br /> | ||
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS. | <bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.<br /> | ||
<bDestroy></bDestroy> As above, but for Destroy Improvement | <bDestroy></bDestroy> As above, but for Destroy Improvement<br /> | ||
<bStealPlans></bStealPlans> As above, for Steal Plans | <bStealPlans></bStealPlans> As above, for Steal Plans<br /> | ||
<bInvestigate></bInvestigate> As above, for Investigate City | <bInvestigate></bInvestigate> As above, for Investigate City<br /> | ||
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage. | <bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /> | ||
<bFound></bFound> If set to 1, the unit can found a new city. | <bFound></bFound> If set to 1, the unit can found a new city.<br /> | ||
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age. | <bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /> | ||
<bInvisible></bInvisible> If set to 1, is invisible to all units. | <bInvisible></bInvisible> If set to 1, is invisible to all units.<br /> | ||
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes. | <bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /> | ||
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses | <bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /> | ||
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /> | |||
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /> | |||
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain. | |||
<bFlatMovementCost>0</bFlatMovementCost> | <bFlatMovementCost>0</bFlatMovementCost> | ||
<bIgnoreTerrainCost>0</bIgnoreTerrainCost> | <bIgnoreTerrainCost>0</bIgnoreTerrainCost> |
Revision as of 14:26, 9 May 2009
All tags must be opened and closed; the first is the 'open', the second the 'closed' tag.
<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.
<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.
<Class></Class> The class as defined in CIV4UnitClassInfos.xml. Class is the thing that holds, say, a Swordsman and a Praetorian together; each civilisation can only have one of each class.
<Type></Type> The unit's n-game name, which must be unique.
<UniqueNames/> Only ever a closing tag, this must be put in after the <Type></Type> tag to show that the unit's 'name' is now finished.
<Special></Special> Should be NONE unless the unit is in one of your special categories in CIV4SpecialUnitInfos.xml; in which case put that in.
<Capture></Capture> Should be NONE unless the unit can be captured, in which case it is the class of the unit which appears when it is captured
<Combat></Combat> Shows the unit's combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.
<Invisible></Invisible> Either NONE, INVISIBLE_SUBMARINE or INVISIBLE_STEALTH. If it is not NONE, then the value is what sort of invisibility it has (see below)
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.
<Description></Description> The name of the unit as displayed on screen. Can either be text or a tag from another file. If it is not out of a text database, the computer will read what is in here.
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.
<bAnimal></bAnimal> Is the unit an animal, out of 1 (yes) or 0 (no). If it is, the Barbarians only can build it and it will not enter cultural borders.
<bFood></bFood> If 1, the city cannot grow while producing this unit, in the same manner as Settlers and Workers. 0 means that the city can grow and train at the same time.
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.
<bMilitaryHappiness></bMilitaryHappiness> If set to 1, the unit is treated as a military unit by the people of a city in terms of deciding whether they are angry about lack of protection or happy from the Monarchy civic
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.
<bMilitaryProduction></bMilitaryProduction> If set to 1, the unit counts as a military unit for the purposes of production and any bonuses and penalties applied on the prodution of military units.
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles
<bSpy></bSpy> If set to 1, the unit is a spy
<bSabotage></bSabotage> In Vanilla and Warlords, this means that the unit can sabotage production like a Spy in an enemy city. It should be 0 in BTS.
<bDestroy></bDestroy> As above, but for Destroy Improvement
<bStealPlans></bStealPlans> As above, for Steal Plans
<bInvestigate></bInvestigate> As above, for Investigate City
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.
<bFound></bFound> If set to 1, the unit can found a new city.
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.
<bInvisible></bInvisible> If set to 1, is invisible to all units.
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>0</bMechanized>
<bSuicide>0</bSuicide>
<bHiddenNationality>0</bHiddenNationality>
<bAlwaysHostile>0</bAlwaysHostile>
<UnitClassUpgrades/>
<UnitClassTargets/>
<UnitCombatTargets/>
<UnitClassDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ANIMAL</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<CorporationSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>NONE</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>-1</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<bNoRevealMap>0</bNoRevealMap>
<iAirRange>0</iAirRange>
<iAirUnitCap>0</iAirUnitCap>
<iDropRange>0</iDropRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<iEspionagePoints>0</iEspionagePoints>
<TerrainImpassables/>
<FeatureImpassables/>
<TerrainPassableTechs/>
<FeaturePassableTechs/>
<iCombat>2</iCombat>
<iCombatLimit>100</iCombatLimit>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives>
<TerrainNative>
<TerrainType>TERRAIN_GRASS</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_PLAINS</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
<TerrainNative>
<TerrainType>TERRAIN_DESERT</TerrainType>
<bTerrainNative>1</bTerrainNative>
</TerrainNative>
</TerrainNatives>
<FeatureNatives/>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<UnitCombatCollateralImmunes/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>0</iAsset>
<iPower>0</iPower>
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fPadTime>1</fPadTime>
<iMeleeWaveSize>3</iMeleeWaveSize>
<iRangedWaveSize>0</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>3</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
<LeaderPromotion>NONE</LeaderPromotion>
<iLeaderExperience>0</iLeaderExperience>