Civ4UnitInfos: Difference between revisions
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== Integer Tags == | == Integer Tags == | ||
{| class="wikitable" border="1" style="text-align:left" cellpadding="5" | |||
|- | |||
! Tag !! Usage | |||
|- | |||
! iAIWeight | |||
| The preference given by the AI to this unit, generally for Unique Units. | |||
|- | |||
! iCost | |||
| The cost in hammers of the unit | |||
|- | |||
! HurryCostModifier | |||
| Impacts the Gold Hurry cost of the unit. | |||
|- | |||
! AdvancedStartCost | |||
| The cost in points of the unit on Advanced Start. | |||
|- | |||
! AdvancedStartCostIncrease | |||
| Affects the cost in points of the unit on Advanced Start | |||
|- | |||
! MinAreaSize | |||
| '''Don't know what this does''' | |||
|- | |||
! Moves | |||
| The number of movement points that the unit has. | |||
|- | |||
! bNoRevealMap | |||
| A boolean - if 1, the unit does not reveal any tiles except the one it is currently standing on | |||
|- | |||
! iAirRange | |||
| Only for Air Units; the range at which it can operate | |||
|- | |||
! iAirUnitCap | |||
| Should be 0 | |||
|- | |||
! iDropRange | |||
| The range at which the unit can 'jump' from a friendly city | |||
|- | |||
! iNukeRange | |||
| The range at which the 'nuke' can be launched - missiles only | |||
|- | |||
! iWorkRate | |||
| The rate at which the unit improves tiles | |||
|- | |||
! iBaseDiscover | |||
| The rate at which the unit discovers new tiles | |||
|- | |||
! iDiscoverMultiplier | |||
| Affects the rate at which the unit discovers new tiles | |||
|- | |||
! iBaseHurry | |||
| '''Don't know what this does''' | |||
|- | |||
! iHurryMultiplier | |||
| '''Don't know what this does''' - affects the hurry cost in some way. | |||
|- | |||
! iBaseTrade | |||
| The basic amount of money that the unit makes from a Trade Mission | |||
|- | |||
! iTradeMultiplier | |||
| Affects the amount of money that the unit makes from a Trade Mission | |||
|- | |||
! iGreatWorkCulture | |||
| The amount of culture that the unit generates with a Great Work | |||
|- | |||
! iEspionagePoints | |||
| Used for Spies - not sure of the exact effect | |||
|- | |||
|} | |||
== Miscellaneous Tags == | == Miscellaneous Tags == | ||
{| class="wikitable" border="1" style="text-align:left" cellpadding="5" | |||
|- | |||
! Tag !! Usage | |||
|- | |||
! TerrainImpassables | |||
| Types of terrain that the unit cannot enter - generally Ocean | |||
|- | |||
! FeatureImpassables | |||
| As above for terrain features - like Forests and Jungle | |||
|- | |||
! TerrainPassableTechs | |||
| With these technologies, the unit can enter the terrain defined in TerrainImpassables | |||
|- | |||
! FeatureImpassables | |||
| With these technologies, the unit can enter the features defined in FeatureImpassables | |||
|- | |||
! iCombat | |||
| The unit's base strength | |||
|- | |||
! iCombatLimit | |||
| Always 100 - purpose unclear | |||
|- | |||
! iAirCombat | |||
| The unit's base strength for Air Units | |||
|- | |||
! iAirCombatLimit | |||
| Always 100 - purpose unclear | |||
|- | |||
! iXPValueAttack | |||
| The value, in Experience Points, that this unit is worth on the attack | |||
|- | |||
! iXPValueDefense | |||
| The value, in Experience Points, that this unit is worth on the defence | |||
|- | |||
! iFirstStrikes | |||
| The number of automatic First Strikes that the unit has | |||
|- | |||
! iChanceFirstStrikes | |||
| The number of First Strike Chances that the unit has | |||
|- | |||
! iInterceptionProbability | |||
| The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area. | |||
|- | |||
! iEvasionProbability | |||
| For air and parachute units; the odds of evading interception | |||
|- | |||
! iWithdrawalProb | |||
| The amount of Withdrawal Chance that the unit has | |||
|- | |||
! iCollateralDamage | |||
| The amount of Collateral Damage that the unit does | |||
|- | |||
! iCollateralDamageLimit | |||
| The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at. | |||
|- | |||
! iCollateralDamageMaxUnits | |||
| The greatest number of enemy unit that the unit can inflict damage on | |||
|- | |||
! iCityAttack | |||
| The bonus that the unit gets when attacking cities | |||
|- | |||
! iCityDefense | |||
| The bonus that the unit gets when defending cities | |||
|- | |||
! iAnimalCombat | |||
| The bonus that the unit gets against Animals, in attack or defence. | |||
|- | |||
! iHillsAttack | |||
| The bonus that the unit gets when attacking hills | |||
|- | |||
! iHillsDefense | |||
| The bonus that the unit gets when defending hills | |||
|- | |||
! TerrainNatives | |||
| '''List tag - not sure what it does''' | |||
|- | |||
! FeatureNatives | |||
| '''List tag - not sure what it does''' | |||
|- | |||
! TerrainAttacks | |||
| Attack bonuses that the unit gets in different terrain | |||
|- | |||
! TerrainDefenses | |||
| Defence bonuses that the unit gets in different terrain | |||
|- | |||
! FeatureAttacks | |||
| Attack bonuses that the unit gets in different features | |||
|- | |||
! FeatureDefenses | |||
| Defence bonuses that the unit gets in different features | |||
|- | |||
! UnitClassAttackMods | |||
| The bonuses/penalties that the unit gets against specific units in attack | |||
|- | |||
! UnitClassDefenseMods | |||
| The bonuses/penalties that the unit gets against specific units in defence | |||
|- | |||
! UnitCombatMods | |||
| The bonuses/penalties that the unit gets against different combats | |||
|- | |||
! UnitCombatCollateralImmunes | |||
| The unit combats that this unit does not recieve collateral damage from | |||
|- | |||
! DomainMods | |||
| The bonuses/penalties that the unit gets against Air, Sea or Land units | |||
|- | |||
! BonusProductionModifiers | |||
| Resources that make the unit produce faster | |||
|- | |||
! iBombRate | |||
| The damage that a unit does when carrying out an Air Bomb mission | |||
|- | |||
! iBombardRate | |||
| The rate at which a unit Bombards a city | |||
|- | |||
! SpecialCargo | |||
| Any types of Special Unit that the unit can carry | |||
|- | |||
! DomainCargo | |||
| The Domains (AIR, SEA, or LAND) that the unit can carry. | |||
|- | |||
! iCargo | |||
| The number of units that the unit can carry | |||
|- | |||
! iConscription | |||
| The number of this unit that can be drafted | |||
|- | |||
! iCultureGarrison | |||
| '''Don't know what this does''' | |||
|- | |||
! iExtraCost | |||
| Affects the cost of the unit | |||
|- | |||
! iAsset | |||
| Affects the AI's behaviour towards it in some way. | |||
|- | |||
! iPower | |||
| Affects the amount that the AI factors it into the equation when determining your military power | |||
|- | |||
|} | |||
== Art Tags == | == Art Tags == | ||
{| class="wikitable" border="1" style="text-align:left" cellpadding="5" | |||
! iGroupSize | |||
| The number of models in the unit | |||
|- | |||
! fMaxSpeed | |||
| '''Not sure what this does''' | |||
|- | |||
! fPadTime | |||
| '''Not sure what this does''' | |||
|- | |||
! iMeleeWaveSize | |||
| The number of models that engage in melee combat | |||
|- | |||
! iRangedWaveSize | |||
| The number of models that engage in ranged combat at once | |||
! UnitMeshGroups | |||
| Holds the unit's art data | |||
|- | |||
! EarlyArtDefineTag | |||
| From CIV4ArtDefinesUnit - what the unit looks like in-game | |||
|- | |||
! FormationType | |||
| The formation that the unit adopts | |||
|- | |||
|} | |||
== Ending Tags == | |||
! HotKey | |||
| The button | |||
|- | |||
<FormationType>FORMATION_TYPE_ANIMAL</FormationType> | <FormationType>FORMATION_TYPE_ANIMAL</FormationType> | ||
<HotKey/> | <HotKey/> | ||
Revision as of 12:23, 10 May 2009
The Civ4UnitInfos XML file controls data related to individual units: for example, a unit's strength value or hammer cost. There are also more detailed options, affecting things like transport capability, prerequisites, and other complex features.
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. The following tables contain all available tags, as well as their purpose and accepted values.
Header Tags
| Tag | Usage |
|---|---|
| UnitInfos | This begins and ends the file. Everything must go in between these two, or it will not work. |
| UnitInfo | Each different unit's data is enclosed in a seperate tag like this. |
| 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 | The name of the unit; which must be unique |
| UniqueNames | Only ever a closing tag. Just put it in, OK? |
| Special | Should be NONE unless it comes under a heading in CIV4SpecialUnitInfos.xml; in which case write that. |
| Capture | Either NONE, or the unit which the unit turns into when captured |
| Combat | The combat, out of UNITCOMBAT_MELEE, UNITCOMBAT_ARCHER, UNITCOMBAT_MOUNTED, UNITCOMBAT_GUN, UNITCOMBAT_SIEGE, UNITCOMBAT_NAVAL, UNITCOMBAT_AIR and UNITCOMBAT_HELICOPTER of the unit - used to determine bonuses in combat. |
| Domain | DOMAIN_ - then AIR, SEA or LAND |
| DefaultUnitAI | The default way in which the AI uses the unit. |
| Invisible | Either NONE (either meaning not invisible or completely invisible, see below) or INVISIBLE_STEALTH or INVISIBLE_SUBMARINE |
| SeeInvisible | Either NONE or a category of invisibility above. Means that the unit can see all units with this type of invisibility |
Text Tags
| Description | Either text or a key from the text files. The name displayed for the unit. |
|---|---|
| Civilopedia | As above for the Civiliopedia entry |
| Strategy | As above for the Sid's Tips, also displayed above the Civilopedia entry |
| Advisor | Almost always ADVISOR_MILITARY; the rationale that the game gives for reccomending the unit. |
Boolean Tags
All of these can either be 1 (on) or 0 (off)
| Tag | Usage |
|---|---|
| bAnimal | The unit is an animal; the Barbarian State controls it, it can spring from anywhere and it cannot enter cultural borders. |
| bFood | A city does not generate food while building this unit |
| bNoBadGoodies | When this unit is entering a Tribal Village, the villagers will never be hostile |
| bOnlyDefensive | This unit cannot attack other units |
| bNoCapture | This unit cannot capture cities |
| bQuickCombat | ALways 0; not sure what it actually does |
| bRivalTerritory | Can explore rival territory |
| bMilitaryHappiness | Counts as a Military Unit in the eyes of the rabble |
| bMilitarySupport | Costs money to maintain as part of your military, affected by Pacifism and the like. |
| bMilitaryProduction | Counts as a military unit for production bonuses/penalties |
| bPillage | Can pillage enemy tiles |
| bSpy | Is a spy |
| bSabotage | Should only be 1 in Vanilla or Warlords; can Sabotage Production |
| bDestroy | Should only be 1 in Vanilla or Warlords; can Destroy Improvement |
| bStealPlans | Should only be 1 in Vanilla or Warlords; can Steal Plans |
| bInvestigate | Should only be 1 in Vanilla or Warlords; can Investigate City |
| bCounterSpy | Should only be 1 in Vanilla or Warlords; can Perform Counterespionage |
| bFound | Can found a city |
| bGoldenAge | Counts as a Great Person to start a Golden Age |
| bInvisible | Is invisible to all units |
| bFirstStrikeImmune | Is immune to all First Strikes |
| bNoDefensiveBonus | Does not receive defensive bonuses |
| bIgnoreBuildingDefense | Ignores defensive bonuses from enemy buildings, like Walls and Castles |
| bCanMoveImpassible | If the unit is a Submarine, it can go under Ice. |
| bCanMoveAllTerrain | Can move across all terrain |
| bFlatMovementCost | Pays a flat movement cost to enter all terrain |
| bIgnoreTerrainCost | Ignores movement penalties from terrain |
| bNukeInnume | Takes no damage from enemy nukes |
| bPrereqBonuses | Needs the mentioned resources to be built (can be NONE) |
| bPrereqReligion | Needs the mentioned religion to be built (can be NONE) |
| bMechanized | Not sure what this does - used for all land units in a vehicle |
| bSuicide | Kills itself upon attacking, like a Kamikaze in the Defence mod |
| bHiddenNationality | Bears no marking of nationality |
| bAlwaysHostile | Can attack enemy units without declaring war, and can be attacked without triggering a war. All nations treat it as an enemy unit. |
All List tags consist of an opening/closing tag, then each entry is in another tag which is the same as the main tag take away the s.
List Tags
| Tag | Usage |
|---|---|
| UnitClassUpgrades | The Classes of unit to which this unit upgrades |
| UnitClassTargets | Not sure what this one does |
| UnitCombatTargets | Does whatever UnitClassTargets does, but is directed at a particular combat |
| UnitClassDefenders | Not sure what this one does |
| UnitCombatDefenders | Does whatever UnitClassDefenders does, but is directed at a particular combat |
| FlankingStrikes | All unit classes against which the unit gets a Flank Attack |
| UnitAIs | Inside here go the methods which the AI uses to command this unit. It dictates the roles which the unit is good for. |
| NotUnitAIs | As UnitAIs, but for the tasks which the AI will never consider the unit for. |
| Builds | For all the things that the unit can build on tiles; but not wonders that it can build in cities. |
| ReligionSpreads | Put the religions which the unit can spread here, if it is a missionary. |
| CorporationSpreads | Put the Corporations which the unit can spread here, if it is a CEO. |
| GreatPeoples | If the unit can settle in a city, put the type of specialist it becomes here. |
| Buildings | The buildings which the unit can construct in a city. |
| ForceBuildings | Not sure what this does |
Prerequisite Tags
| Tag | Usage |
|---|---|
| HolyCity | If not NONE, then it is the Holy City needed to build the unit |
| ReligionType | For units, always NONE. |
| StateReligion | If not NONE, the State Religion needed to build this unit |
| PrereqReligion | Either NONE, or the religion needed in a city to build this unit |
| PrereqCorporation | Either NONE, or the corporation needed in a city to build this unit |
| PrereqBuilding | Either NONE, or the building needed in a city to build this unit |
| PrereqTech | Either NONE, or the technology that you need to build this unit |
| TechTypes | Used as a list tag to enclose PrereqTech tags. |
| BonusType | The resource needed to build this unit. |
| PrereqBonuses | Used as a list tag to enclose BonusType tags. |
| ProductionTraits | The leader traits which affect production of this unit, along with the value. |
| Flavors | The 'flavours' of the unit - not sure what they actually do |
Integer Tags
| Tag | Usage |
|---|---|
| iAIWeight | The preference given by the AI to this unit, generally for Unique Units. |
| iCost | The cost in hammers of the unit |
| HurryCostModifier | Impacts the Gold Hurry cost of the unit. |
| AdvancedStartCost | The cost in points of the unit on Advanced Start. |
| AdvancedStartCostIncrease | Affects the cost in points of the unit on Advanced Start |
| MinAreaSize | Don't know what this does |
| Moves | The number of movement points that the unit has. |
| bNoRevealMap | A boolean - if 1, the unit does not reveal any tiles except the one it is currently standing on |
| iAirRange | Only for Air Units; the range at which it can operate |
| iAirUnitCap | Should be 0 |
| iDropRange | The range at which the unit can 'jump' from a friendly city |
| iNukeRange | The range at which the 'nuke' can be launched - missiles only |
| iWorkRate | The rate at which the unit improves tiles |
| iBaseDiscover | The rate at which the unit discovers new tiles |
| iDiscoverMultiplier | Affects the rate at which the unit discovers new tiles |
| iBaseHurry | Don't know what this does |
| iHurryMultiplier | Don't know what this does - affects the hurry cost in some way. |
| iBaseTrade | The basic amount of money that the unit makes from a Trade Mission |
| iTradeMultiplier | Affects the amount of money that the unit makes from a Trade Mission |
| iGreatWorkCulture | The amount of culture that the unit generates with a Great Work |
| iEspionagePoints | Used for Spies - not sure of the exact effect |
Miscellaneous Tags
| Tag | Usage |
|---|---|
| TerrainImpassables | Types of terrain that the unit cannot enter - generally Ocean |
| FeatureImpassables | As above for terrain features - like Forests and Jungle |
| TerrainPassableTechs | With these technologies, the unit can enter the terrain defined in TerrainImpassables |
| FeatureImpassables | With these technologies, the unit can enter the features defined in FeatureImpassables |
| iCombat | The unit's base strength |
| iCombatLimit | Always 100 - purpose unclear |
| iAirCombat | The unit's base strength for Air Units |
| iAirCombatLimit | Always 100 - purpose unclear |
| iXPValueAttack | The value, in Experience Points, that this unit is worth on the attack |
| iXPValueDefense | The value, in Experience Points, that this unit is worth on the defence |
| iFirstStrikes | The number of automatic First Strikes that the unit has |
| iChanceFirstStrikes | The number of First Strike Chances that the unit has |
| iInterceptionProbability | The odds an Air Unit has of intercepting an enemy trying to carry out a mission in the area. |
| iEvasionProbability | For air and parachute units; the odds of evading interception |
| iWithdrawalProb | The amount of Withdrawal Chance that the unit has |
| iCollateralDamage | The amount of Collateral Damage that the unit does |
| iCollateralDamageLimit | The maximum amount of collateral damage that the unit can do; so the minimum Strength that the target can be at. |
| iCollateralDamageMaxUnits | The greatest number of enemy unit that the unit can inflict damage on |
| iCityAttack | The bonus that the unit gets when attacking cities |
| iCityDefense | The bonus that the unit gets when defending cities |
| iAnimalCombat | The bonus that the unit gets against Animals, in attack or defence. |
| iHillsAttack | The bonus that the unit gets when attacking hills |
| iHillsDefense | The bonus that the unit gets when defending hills |
| TerrainNatives | List tag - not sure what it does |
| FeatureNatives | List tag - not sure what it does |
| TerrainAttacks | Attack bonuses that the unit gets in different terrain |
| TerrainDefenses | Defence bonuses that the unit gets in different terrain |
| FeatureAttacks | Attack bonuses that the unit gets in different features |
| FeatureDefenses | Defence bonuses that the unit gets in different features |
| UnitClassAttackMods | The bonuses/penalties that the unit gets against specific units in attack |
| UnitClassDefenseMods | The bonuses/penalties that the unit gets against specific units in defence |
| UnitCombatMods | The bonuses/penalties that the unit gets against different combats |
| UnitCombatCollateralImmunes | The unit combats that this unit does not recieve collateral damage from |
| DomainMods | The bonuses/penalties that the unit gets against Air, Sea or Land units |
| BonusProductionModifiers | Resources that make the unit produce faster |
| iBombRate | The damage that a unit does when carrying out an Air Bomb mission |
| iBombardRate | The rate at which a unit Bombards a city |
| SpecialCargo | Any types of Special Unit that the unit can carry |
| DomainCargo | The Domains (AIR, SEA, or LAND) that the unit can carry. |
| iCargo | The number of units that the unit can carry |
| iConscription | The number of this unit that can be drafted |
| iCultureGarrison | Don't know what this does |
| iExtraCost | Affects the cost of the unit |
| iAsset | Affects the AI's behaviour towards it in some way. |
| iPower | Affects the amount that the AI factors it into the equation when determining your military power |
Art Tags
| iGroupSize | The number of models in the unit | ||
|---|---|---|---|
| fMaxSpeed | Not sure what this does | ||
| fPadTime | Not sure what this does | ||
| iMeleeWaveSize | The number of models that engage in melee combat | ||
| iRangedWaveSize | The number of models that engage in ranged combat at once | UnitMeshGroups | Holds the unit's art data |
| EarlyArtDefineTag | From CIV4ArtDefinesUnit - what the unit looks like in-game | ||
| FormationType | The formation that the unit adopts |
Ending Tags
! HotKey | The button |- <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>