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. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.


<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.<br />
== Text Tags ==
<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 can only have one of each class.<br />
<UnitInfos></UnitInfos> This begins and ends the file. Everything must go in between these two, or it will not work.<br /><br />
<Type></Type> The unit's n-game name, which must be unique.<br />
<UnitInfo></UnitInfo> Each different unit's data is enclosed in a seperate tag like this.<br /><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.<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 can only have one of each class.<br /><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. <br />
<Type></Type> The unit's in-game name, which must be unique.<br /><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<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.<br /><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<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. <br /><br />
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<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<br /><br />
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.<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<br /><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) <br />
<Domain></Domain> DOMAIN_, then AIR, SEA or LAND. Shows whether the unit is an air, sea or land unit.<br /><br />
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.<br />
<DefaultUnitAI></DefaultUnitAI> How the AI uses the unit, by default.<br /><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.<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) <br /><br />
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.<br />
<SeeInvisible></SeeInvisible> NONE, or else the sort of invisible unit (see above) that it can see.<br /><br />
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<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.<br /><br />
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br />
<Civilopedia></Civilopedia> As above; the entry in the Civilopedia for the unit.<br /><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.<br />
<Strategy></Strategy> The Sid's Tips, as above. Also displayed at the top of the Civilopedia entry<br /><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.<br />
<Advisor></Advisor> The advisor that will chip in (normally ADVISOR_MILITARY) when building this unit is a good idea.<br /><br />
<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.<br />
 
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br />
== Boolean Tags ==
<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.<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<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.<br /><br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<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.<br /><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.<br />
<bNoBadGoodies></bNoBadGoodies> Is set to 1 for Scouts and Explorers; means that Tribal Villages will never attack this unit.<br /><br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br />
<bOnlyDefensive></bOnlyDefensive> If set to 1, the unit cannot attack other units.<br /><br />
<bSpy></bSpy> If set to 1, the unit is a spy<br />
<bNoCapture></bNoCapture> If set to 1, the unit cannot take cities, even when there are no units in them.<br /><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.<br />
<bQuickCombat></bQuickCombat> Always set to 0; not sure what it does.<br /><br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br />
<bRivalTerritory></bRivalTerritory> If set to 1, the unit can enter enemy territory without declaring war.<br /><br />
<bStealPlans></bStealPlans> As above, for Steal Plans<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<br /><br />
<bInvestigate></bInvestigate> As above, for Investigate City<br />
<bMilitarySupport></bMilitarySupport> If set to 1, counts as a military unit for the penalty posed by Pacifism and other bonusus/penalties like that.<br /><br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<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.<br /><br />
<bFound></bFound> If set to 1, the unit can found a new city.<br />
<bPillage></bPillage> If set to 1, the unit can pillage enemy tiles<br /><br />
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br />
<bSpy></bSpy> If set to 1, the unit is a spy<br /><br />
<bInvisible></bInvisible> If set to 1, is invisible to all units.<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.<br /><br />
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br />
<bDestroy></bDestroy> As above, but for Destroy Improvement<br /><br />
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br />
<bStealPlans></bStealPlans> As above, for Steal Plans<br /><br />
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br />
<bInvestigate></bInvestigate> As above, for Investigate City<br /><br />
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br />
<bCounterSpy></bCounterSpy> As above, for Perform Counterespionage.<br /><br />
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.
<bFound></bFound> If set to 1, the unit can found a new city.<br /><br />
<bFlatMovementCost>0</bFlatMovementCost>
<bGoldenAge></bGoldenAge> If set to 1, the unit counts as a Great Person to start a Golden Age.<br /><br />
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bInvisible></bInvisible> If set to 1, is invisible to all units.<br /><br />
<bNukeImmune>0</bNukeImmune>
<bFirstStrikeImmune></bFirstStrikeImmune> If set to 1, the unit is immune to all first strikes.<br /><br />
<bPrereqBonuses>0</bPrereqBonuses>
<bNoDefensiveBonus></bNoDefensiveBonus> If set to 1, the unit does not recieve defensive bonuses<br /><br />
<bPrereqReligion>0</bPrereqReligion>
<bIgnoreBuildingDefense></bIgnoreBuildingDefense> If set to 1, the unit ignores defensive bonuses from enemy walls and castles, like a Gunpowder unit.<br /><br />
<bMechanized>0</bMechanized>
<bCanMoveImpassable></bCanMoveImpassable> If set to 1, the unit can move under ice. Used for Submarines.<br /><br />
<bSuicide>0</bSuicide>
<bCanMoveAllTerrain></bCanMoveAllTerrain> If set to 1, the unit can move over all terrain.<br /><br />
<bHiddenNationality>0</bHiddenNationality>
<bFlatMovementCost></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.<br /><br />
<bAlwaysHostile>0</bAlwaysHostile>
<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.<br /><br />
<UnitClassUpgrades/>
<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.<br /><br />
<UnitClassTargets/>
<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.<br /><br />
<UnitCombatTargets/>
<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.<br /><br />
<UnitClassDefenders/>
<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.<br /><br />
<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack<br /><br />
<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.<br /><br />
<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.<br /><br />
<br />
== List Tags ==
<br />
<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.<br /><br />
<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.<br /><br />
<UnitClassTargets></UnitClassTargets> Not sure what this does.<br /><br />
<UnitCombatTargets></UnitCombatTargets> Same as above<br /><br />
<UnitClassDefenders></UnitClassDefenders> Same as above <br /><br />
<UnitCombatDefenders/>
<UnitCombatDefenders/>
<FlankingStrikes/>
<FlankingStrikes/>

Revision as of 14:39, 9 May 2009

All tags must be opened and closed; the first is the 'open', the second the 'closed' tag. If nothing goes inside a 'list tag', then it should just be the opening tag with a / before the closing bracket.

Text Tags

<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 in-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.


Boolean Tags

<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></bFlatMovementCost> If set to 1, the unit pays this fixed price to enter all terrain.

<bIgnoreTerrainCost></bIgnoreTerrainCost> If set to 1, the unit ignores the cost of terrain to move into.

<bNukeImmune></bNukeImmune> If set to 1, the unit is immune to damage from nukes.

<bPrereqBonuses></bPrereqBonuses> Set to 0 for all unit except Work Boats. Not sure what it does.

<bPrereqReligion></bPrereqReligion> If set to 1, the unit requires the State Religion to be present in the city.

<bMechanized></bMechanized> Not sure what this does. Can be 1 or 0.

<bSuicide></bSuicide> If set to 1, the unit dies when it makes an attack

<bHiddenNationality></bHiddenNationality> If set to 1, the unit bears no marking of nationality.

<bAlwaysHostile></bAlwaysHostile> If set to 1, can attack the enemy without declaring war.


List Tags


<UnitClassUpgrades></UnitClassUpgrades> Inside here you put all of the unit classes which the unit upgrades to.

<UnitClassUpgrade></UnitClassUpgrade> Enclose in this tag everything which the unit upgrades to.

<UnitClassTargets></UnitClassTargets> Not sure what this does.

<UnitCombatTargets></UnitCombatTargets> Same as above

<UnitClassDefenders></UnitClassDefenders> Same as above

<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>