Civ4UnitInfos: Difference between revisions

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<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br />
<iWorkRate></iWorkRate> The rate at which the unit improves tiles<br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br />
<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles <br /><br />
<iDiscoverMultiplier></iDiscoverMultiplier>
<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles<br /><br />
<iBaseHurry>0</iBaseHurry>
<iBaseHurry></iBaseHurry> No idea<br /><br />
<iHurryMultiplier>0</iHurryMultiplier>
<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier><br /><br />
<iBaseTrade>0</iBaseTrade>
<iBaseTrade></iBaseTrade> No idea<br /><br />
<iTradeMultiplier>0</iTradeMultiplier>
<iTradeMultiplier></iTradeMultiplier> See above <br /><br />
<iGreatWorkCulture>0</iGreatWorkCulture>
<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work<br /><br />
<iEspionagePoints>0</iEspionagePoints>
<iEspionagePoints></iEspionagePoints> Used for spies <br /><br />
<TerrainImpassables/>
<TerrainImpassables></TerrainImpassables><br /><br />
<FeatureImpassables/>
<FeatureImpassables/><br /><br />
<TerrainPassableTechs/>
<TerrainPassableTechs/><br /><br />
<FeaturePassableTechs/>
<FeaturePassableTechs/><br /><br />
<iCombat>2</iCombat>
<iCombat>2</iCombat><br /><br />
<iCombatLimit>100</iCombatLimit>
<iCombatLimit>100</iCombatLimit><br /><br />
<iAirCombat>0</iAirCombat>
<iAirCombat>0</iAirCombat><br /><br />
<iAirCombatLimit>0</iAirCombatLimit>
<iAirCombatLimit>0</iAirCombatLimit><br /><br />
<iXPValueAttack>4</iXPValueAttack>
<iXPValueAttack>4</iXPValueAttack><br /><br />
<iXPValueDefense>2</iXPValueDefense>
<iXPValueDefense>2</iXPValueDefense><br /><br />
<iFirstStrikes>0</iFirstStrikes>
<iFirstStrikes>0</iFirstStrikes><br /><br />
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes><br /><br />
<iInterceptionProbability>0</iInterceptionProbability>
<iInterceptionProbability>0</iInterceptionProbability><br /><br />
<iEvasionProbability>0</iEvasionProbability>
<iEvasionProbability>0</iEvasionProbability><br /><br />
<iWithdrawalProb>0</iWithdrawalProb>
<iWithdrawalProb>0</iWithdrawalProb><br /><br />
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamage>0</iCollateralDamage><br /><br />
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageLimit>0</iCollateralDamageLimit><br /><br />
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits><br /><br />
<iCityAttack>0</iCityAttack>
<iCityAttack>0</iCityAttack><br /><br />
<iCityDefense>0</iCityDefense>
<iCityDefense>0</iCityDefense><br /><br />
<iAnimalCombat>0</iAnimalCombat>
<iAnimalCombat>0</iAnimalCombat><br /><br />
<iHillsAttack>0</iHillsAttack>
<iHillsAttack>0</iHillsAttack><br /><br />
<iHillsDefense>0</iHillsDefense>
<iHillsDefense>0</iHillsDefense><br /><br />
<TerrainNatives>
<TerrainNatives><br /><br />
<TerrainNative>
<TerrainNative></TerrainNative><br /><br />
<TerrainType>TERRAIN_GRASS</TerrainType>
<FeatureNatives/><br /><br />
<bTerrainNative>1</bTerrainNative>
<TerrainAttacks/><br /><br />
</TerrainNative>
<TerrainDefenses/><br /><br />
<TerrainNative>
<FeatureAttacks/><br /><br />
<TerrainType>TERRAIN_PLAINS</TerrainType>
<FeatureDefenses/><br /><br />
<bTerrainNative>1</bTerrainNative>
<UnitClassAttackMods/><br /><br />
</TerrainNative>
<UnitClassDefenseMods/><br /><br />
<TerrainNative>
<UnitCombatMods/><br /><br />
<TerrainType>TERRAIN_DESERT</TerrainType>
<UnitCombatCollateralImmunes/><br /><br />
<bTerrainNative>1</bTerrainNative>
<DomainMods/><br /><br />
</TerrainNative>
<BonusProductionModifiers/><br /><br />
</TerrainNatives>
<iBombRate>0</iBombRate><br /><br />
<FeatureNatives/>
<iBombardRate>0</iBombardRate><br /><br />
<TerrainAttacks/>
<SpecialCargo>NONE</SpecialCargo><br /><br />
<TerrainDefenses/>
<DomainCargo>NONE</DomainCargo><br /><br />
<FeatureAttacks/>
'''<iCargo></iCargo>''' The number of units that it can carry<br /><br />
<FeatureDefenses/>
<UnitClassAttackMods/>
 
<UnitClassDefenseMods/>
== Misc Tags ==
<UnitCombatMods/>
 
<UnitCombatCollateralImmunes/>
'''<iConscription></iConscription>''' If 1, the unit can be Drafted <br /><br />
<DomainMods/>
<iCultureGarrison></iCultureGarrison> Don't know what this does <br /><br />
<BonusProductionModifiers/>
<iExtraCost></iExtraCost>
<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>
<iAsset>0</iAsset>
<iPower>0</iPower>
<iPower>0</iPower>
<UnitMeshGroups>
 
 
== Art Tags ==
 
<UnitMeshGroups>
<iGroupSize>3</iGroupSize>
<iGroupSize>3</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<fMaxSpeed>1.75</fMaxSpeed>

Revision as of 15:33, 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></UnitCombatDefenders> Same as above

<FlankingStrikes></FlankingStrikes> All Flank Attacks which the unit gets should go under here.
<FlankingStrike></FlankingStrike> Put the unit and number of Flanking Strikes here.

<UnitAIs></UnitAIs> Inside here go the methods which the AI uses to command this unit.
<UnitAI></UnitAI> Put each AI in here.

<NotUnitAIs></NotUnitAIs> As <UnitAIs>, but for the tasks which the AI will never consider the unit for.
<NotUnitAI></NotUnitAI> As above for <UnitAI>

<Builds></Builds> For all the things that the unit can build on tiles
<Build></Build> Each thing that the unit can build goes in one of these.

<ReligionSpreads></ReligionSpreads> Put the religions which the unit can spread here.
<ReligionSpread></ReligionSpread> Each religion goes in here

<CorporationSpreads></CorporationSpreads> As above for <ReligionSpreads>
<CorporationSpread></CorporationSpread> As above for <ReligionSpread>

<GreatPeoples></GreatPeoples> The types of Super Specialist that this person can become
<GreatPeopleType></GreatPeopleType> Each type of Super Specialist goes in here.

<Buildings></Buildings> All of the things that the unit can construct in a city go here.
<Building></Building> Each building goes in one of these

<ForceBuildings></ForceBuildings> Don't know what this does


Preresquisite Tags

<HolyCity></HolyCity> If not NONE, then it is the Holy City needed to build the unit.

<ReligionType></ReligionType> For units, always NONE.

<StateReligion></StateReligion> If not NONE, the State Religion needed to build this unit

<PrereqReligion></PrereqReligion> As above for Religion

<PrereqCorporation></PrereqCorporation> As above for Corporation

<PrereqBuilding></PrereqBuilding> As above for building

<PrereqTech></PrereqTech> As above for technology <TechTypes></TechTypes> Encloses the above <BonusType></BonusType> If not NONE, the resource needed to build the unit

<PrereqBonuses></PrereqBonuses> Don't know what this does

<ProductionTraits></ProductionTraits> The leader traits which affect production of this unit

<Flavors><Flavors> The 'flavors' of a unit - not sure what they do


Integer Tags

<iAIWeight></iAIWeight> The preference given by the AI to this unit

<iCost></iCost> The cost in hammers of the unit

<iHurryCostModifier></iHurryCostModifier> The number by which you multiply the cost to get the hurry cost

<iAdvancedStartCost></iAdvancedStartCost> The cost on Advanced Start

<iAdvancedStartCostIncrease></iAdvancedStartCostIncrease> The increase in cost on Advanced Start

<iMinAreaSize></iMinAreaSize> Don't know what this does

<iMoves></iMoves>The number of moves a unit has

<bNoRevealMap></bNoRevealMap> If 1, the unit does not reveal the map

<iAirRange></iAirRange> For Air Units, the range

<iAirUnitCap></iAirUnitCap> Should be 0

<iDropRange></iDropRange> The range which the unit can parachute-jump

<iNukeRange></iNukeRange> The range at which the 'nuke' can be launched (0 for non-nukes)

<iWorkRate></iWorkRate> The rate at which the unit improves tiles

<iBaseDiscover></iBaseDiscover> The rate at which a unit discovers tiles

<iDiscoverMultiplier></iDiscoverMultiplier> Affects the rate at which the unit discovers tiles

<iBaseHurry></iBaseHurry> No idea

<iHurryMultiplier></iHurryMultiplier> Like <iDiscoverMultiplier>

<iBaseTrade></iBaseTrade> No idea

<iTradeMultiplier></iTradeMultiplier> See above

<iGreatWorkCulture></iGreatWorkCulture> The amount of culture that the unit can generate from a Great Work

<iEspionagePoints></iEspionagePoints> Used for spies

<TerrainImpassables></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></TerrainNative>

<FeatureNatives/>

<TerrainAttacks/>

<TerrainDefenses/>

<FeatureAttacks/>

<FeatureDefenses/>

<UnitClassAttackMods/>

<UnitClassDefenseMods/>

<UnitCombatMods/>

<UnitCombatCollateralImmunes/>

<DomainMods/>

<BonusProductionModifiers/>

<iBombRate>0</iBombRate>

<iBombardRate>0</iBombardRate>

<SpecialCargo>NONE</SpecialCargo>

<DomainCargo>NONE</DomainCargo>

<iCargo></iCargo> The number of units that it can carry


Misc Tags

<iConscription></iConscription> If 1, the unit can be Drafted

<iCultureGarrison></iCultureGarrison> Don't know what this does

<iExtraCost></iExtraCost> <iAsset>0</iAsset> <iPower>0</iPower>


Art Tags

<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>