Analysing the .txt files?

PC/MAC : A belnd of role playing game and RTS following the story of the mighty Roman Empire.

Moderator: Slitherine Core

Post Reply
spedius01
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
Posts: 354
Joined: Fri Nov 04, 2005 3:50 pm
Location: St Albans, Herts, U.K.

Analysing the .txt files?

Post by spedius01 »

Ave

Over the last few weeks I've spent a considerable amount of time and effort in trying to unravel the complexities of the .txt files. It would seem that the key to modding Legion Arena begins with these files. Once these files are understood the process can begin to flow. I should point out to any interested reader that I am new to all this. If I appear to stumble and fumble my way through the modding of Legion Arena it's because I'm learning as I go. If any of you reading this have more knowledge and experience of modding please step forward, I could really use your help?

Always bearing in mind the ultimate goal, MORE of everthing!!!

There are thirteen main .txt files that are of interest, and they are:-

01. arenasides.txt
02. Battlegfx.txt
03. bonusdef.txt
04. localisation.txt
05. MapNames.txt
06. MapPurses.txt
07. orders.txt
08. prizes.txt
09. ProxySquads.txt
10. proxytypes.txt
11. sfx.txt
12. Squads.txt
13. Tweaks.txt

First, let me remind readers, I have taken copies of the .txt files and pasted them into Excel spreadsheets. I have found it a very user-friendly medium for intensive analysis work. Whereas text files are most unequivically, not! My main Excel "Book" has been named "Intelligence" and remains sacrosanct. All work is carried out in another set of copies.

01. arenasides.txt
My fellow modder, miki, was the first one to discover what some of the numbers meant in this file and posted his findings in "Changing Leaders" and "Changing initial Denarii".
I further expanded on his discoveries and posted my findings in "Altering start-up Armies" and "Modding the Demo".

02. Battlegfx.txt
This file contains the battle graphics intructions to 27 squads from Auxilia to Dummy General. Each set of instructions can be between 15 rows for the Elephant to 18 rows, including headings, for most of the rest. The instructions are walk, charging, routing, wait, dying, fight and shoot. The headings are rotations, frames, cell width, anim speed, height, frame arrow, adjuster and released. At the moment, I have no real knowledge of how this works, but in the fullness of time, I will find out.

03. BonusDef.txt
This file contains 146 "initial" definitions of ALL promotions and equipment upgades, with the requirements needed to obtain each and what it replaces, if anything. Each definition contains 40 rows of possibilities and is identified by a string number. It begins with Basic Block and ends with Sarissa Equipment. In order to make some sense out of all this information, I copied and pasted 146 chunks of data into another spreadsheet. I then created an index to the pages. This is when the pattern emerged and I was able to add headers to two further columns. Then I realised that I needed one more, Localisation.txt. The terms used needed to be updated and that meant comparisons, using the string number, between BonusDef.txt and Localisation.txt, ie.

BonusDef.text - Requires - Replaces - Localisation.txt
Basic Hardiness - x - x - Endurance
Advanced Hardiness - Basic Hardiness - Basic Hardiness - Advanced Endurance
Expert Hardiness - Advanced Hardiness - Advanced Hardiness - Expert Endurance
Master Hardiness - Expert Hardiness - Expert Hardiness - Master Endurance

When I'd finally finished this exercise, having taken all morning and half of the afternoon, I had what I needed, the definitive book on ALL promotions and equipment upgrades!

To be continued...

Vale

M. Spedius Corbulo
Image
~~~Jim Poulton~~~
"If you build it, they will come"
North London Wargames Group
matrix
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 4
Joined: Wed Jan 18, 2006 9:22 am

Post by matrix »

i wanted to know how you add the bonus's to each unit???????????
grimsta
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 111
Joined: Mon Jan 09, 2006 12:23 am

Post by grimsta »

snazzy work spedius!!
One mans Rabbit is another mans Laplander - Boris Johnson
Redpossum
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1814
Joined: Thu Jun 23, 2005 12:09 am
Location: Buenos Aires, Argentina
Contact:

Post by Redpossum »

Ave atque vale!

Good work, Speedy!

Just one question, when you finally got it wired, did you cry "Io triumphe!" ? :)
grimsta
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 111
Joined: Mon Jan 09, 2006 12:23 am

Post by grimsta »

hmmmnn, is this Io the same as Blind Io of the diskworld?? :wink:
One mans Rabbit is another mans Laplander - Boris Johnson
sacredzero
Lance Corporal - SdKfz 222
Lance Corporal - SdKfz 222
Posts: 26
Joined: Wed Nov 30, 2005 12:53 pm

Post by sacredzero »

Long post this. I am going to analyze (as much as I have been able to) Squads.txt. I know I'm 11 months late again, but it is as much so I have a place to look as to tell everyone else. As I said in another post, I havn't got anything to see the XLS files yet so I dunno if any of this is explained in them.
I will be using Praetorian as an example.
// *********** SQUAD ************* Praetorian
Name Praetorian
ID 13
Type HeavyInf
IconID Praetorian
// Build Requirements Gld Fd Wd BM Cop Tin Hrs Gem Inc
Cost 0 1200 0 0 0 0 0 0 0
Maintenance 0 0 0 0 0 0 0 0 0
MadeBy Republican
// No
// No
MadeBy Cheat
MadeBy MithrasRome
MadeBy MithrasGaul
// No
// No
// No
// No
// No
// No
// No
// No
// No
// No
// No
// No
// DISPLAYFLAGS 0
// No
ViewDistance 80
// NavalBonus 20
// ISCAVALRY
Rating 1
BattleRating 1
Men 48
ScoutValue 1
Visibility 100
Retreating 100
Speed 30
SpeedVariance 0
RunFactor 64
RoutFactor 48
DisorderPenalty 80
TrampleAvoidChance 30 20 10 0
TrampleChance 0 0 0 0
CanShoot
FireRate 150
NumShots 1
MinRange 10
MaxRange 25
ProjectileLength 6
ProjectileStartHeight 20
PanicEffector 5
PanicLimit 7
Training 0
KillEqualizer 300
LeaderBonus 0
LeaderRadius 0
PROJDECOR 1
Formation Block
Formation Column
Formation Line
// None
// None
// None
// None
// None
// None
// None
// None
// None
// None
// None
// None
// None
// None
// None
// 1
// 2
// 3
// 4
// 5
// 6
// 7
// 8
// 9
// 10
// 11
// 12
ArmourAbility 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
DamageAbility 26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ConcussAbility 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
AgilityAbility 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ChanceToHitAbility 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ShotChanceToHitAbility 30 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ShotArmourAbility 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ShotDamageAbility 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
ShotConcussAbility 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
MoraleAbility 300 0 3 5 8 10 13 15 18 20 23 25 28 30 33 35 38 40 43 45 48 50 53 55 58 60 63 65 68 70 73 75 78
KillingShotAbility 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
HealthAbility 30 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
ExperienceAbility 70 0 8 17 26 35 43 52 61 70 78 87 96 105 113 122 131 140 148 157 166 175 183 192 201 210 218 227 236 245 253 262 271
OrderCostAbility 8000
OrderPointsAbility 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
OrderGrowAbility 0
FeeAbility 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
FeeStartAbility 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// SpareAbility 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// SpareAbility 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// SpareAbility 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
// SpareAbility 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
FirstLevel 40
LevelStep 475
LevelStepDelta 120
Bonus BasicBlock 1
Bonus AdvancedBlock 4
Bonus ExpertBlock 7
Bonus MasterBlock 11
Bonus BasicDodge 1
Bonus AdvancedDodge 4
Bonus ExpertDodge 7
Bonus MasterDodge 11
Bonus BasicParry 10
Bonus AdvancedParry 11
Bonus ExpertParry 12
Bonus MasterParry 13
Bonus BasicFeint 3
Bonus AdvancedFeint 6
Bonus ExpertFeint 9
Bonus MasterFeint 13
Bonus BasicHardiness 1
Bonus AdvancedHardiness 4
Bonus ExpertHardiness 7
Bonus MasterHardiness 11
Bonus BasicFitness 100
Bonus AdvancedFitness 100
Bonus ExpertFitness 100
Bonus MasterFitness 100
Bonus BasicMarksman 100
Bonus AdvancedMarksman 100
Bonus ExpertMarksman 100
Bonus MasterMarksman 100
Bonus BasicSwordsman 1
Bonus AdvancedSwordsman 4
Bonus ExpertSwordsman 8
Bonus MasterSwordsman 11
KUDOS 16 0 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80 84 88 92 96 100 104 108 112 116 120 124
// HONOUR 0
LOYALTY 0
KUDOSMULT 90
ROUTINGCOST 60
LOYALTYFACTOR 100
Bonus BasicMissileDefence 1
Bonus AdvancedMissileDefence 5
Bonus ExpertMissileDefence 9
Bonus MasterMissileDefence 15
Bonus BasicOfficers 1
Bonus AdvancedOfficers 6
Bonus ExpertOfficers 10
Bonus MasterOfficers 15
Bonus BasicBigHit 3
Bonus AdvancedBigHit 8
Bonus ExpertBigHit 13
Bonus MasterBigHit 18
Bonus BasicTargetVulnerabilities 100
Bonus AdvancedTargetVulnerabilities 100
Bonus ExpertTargetVulnerabilities 100
Bonus MasterTargetVulnerabilities 100
Bonus HeavyMissiles 100
Bonus Frenzy 100
Bonus HonourGuard 10
Bonus Skirmish 100
Bonus BasicQuickThinker 100
Bonus AdvancedQuickThinker 100
Bonus ExpertQuickThinker 100
Bonus MasterQuickThinker 100
Bonus BasicStrategist 100
Bonus AdvancedStrategist 100
Bonus ExpertStrategist 100
Bonus MasterStrategist 100
Bonus BasicLeadership 100
Bonus AdvancedLeadership 100
Bonus ExpertLeadership 100
Bonus MasterLeadership 100
Bonus BasicDrill 2
Bonus AdvancedDrill 5
Bonus ExpertDrill 8
Bonus MasterDrill 11
Bonus ExtraArrows 100
Bonus ExtraJavelins 100
Bonus ExtraPilum 5
Bonus StrongerBows 100
Bonus ExpertThrowers 7
Bonus BasicStandFirm 5
Bonus AdvancedStandFirm 10
Bonus ExpertStandFirm 100
Bonus MasterStandFirm 100
Bonus BasicRideThemDown 100
Bonus AdvancedRideThemDown 100
Bonus ExpertRideThemDown 100
Bonus MasterRideThemDown 100
Bonus BasicAntiCav 2
Bonus AdvancedAntiCav 5
Bonus ExpertAntiCav 8
Bonus MasterAntiCav 11
Bonus BasicAntiInf 2
Bonus AdvancedAntiInf 5
Bonus ExpertAntiInf 8
Bonus MasterAntiInf 11
Bonus BasicCavalryDefence 4
Bonus AdvancedCavalryDefence 7
Bonus ExpertCavalryDefence 10
Bonus MasterCavalryDefence 13
Bonus BasicInfantryDefence 4
Bonus AdvancedInfantryDefence 7
Bonus ExpertInfantryDefence 10
Bonus MasterInfantryDefence 13
SFX Select 8 9 10
SFX Accept 11 12 13
SFX Cheer 79
SFX Hit 32 87 62
SFX Die 45 46 47
SFX Fight 56 57 58
SFX Walk 23
SFX Shoot 25
SFX Rally 26
SFX Rout 27
SFX Charge 28
SFX Run 60
SFX MissileHit 67 64 65
Bonus FormationOffensiveMob 99
Bonus FormationDefensiveMob 99
Bonus FormationBalanced 99
Bonus BasicAntiEle 99
Bonus AdvancedAntiEle 99
Bonus ExpertAntiEle 99
Bonus MasterAntiEle 99
Bonus FormationOffensiveChar 99
Bonus FormationDefensiveChar 99
Bonus FormationWedge 10
Bonus FormationSquare 99
Bonus SharpenedWeapons1 1
Bonus SharpenedWeapons2 3
Bonus SharpenedWeapons3 6
Bonus HardenedShield1 1
Bonus HardenedShield2 3
Bonus HardenedShield3 6
Bonus LighterArmour1 1
Bonus LighterArmour2 3
Bonus LighterArmour3 6
Bonus ImprovedHelmet1 1
Bonus ImprovedHelmet2 3
Bonus ImprovedHelmet3 6
Bonus Banner1 1
Bonus Banner2 3
Bonus Banner3 6
LOSSCOST 10
DEPLOYSCALE 12
GENERALLEVELREQUIRED 0
Bonus SharpenedWeapons4 9
Bonus SharpenedWeapons5 12
Bonus BlessedArmour 15
Bonus HardenedShield4 9
Bonus HardenedShield5 12
Bonus LighterArmour4 9
Bonus LighterArmour5 12
Bonus ImprovedHelmet4 9
Bonus ImprovedHelmet5 12
Bonus Banner4 9
Bonus Banner5 12
Bonus GrandMasterSwordsman1 15
Bonus GrandMasterSwordsman2 20
Bonus GrandMasterSwordsman3 25
Bonus GrandMasterMarksman1 99
Bonus GrandMasterMarksman2 99
Bonus GrandMasterMarksman3 99
Bonus OdysseusBow 99
Bonus AjaxBanner 15
Bonus DacianFalx 15
Bonus SarmationCavalryArmour 99
Bonus TeutonicHorses 99
Bonus Sarissa 99
// MISSILEIMMUNITY 0
Bonus Mithras1 99
Bonus Mithras2 99
Bonus Mithras3 99
Bonus Mithras4 99
Bonus Mithras5 99
Bonus Mithras6 99
Bonus Mithras7 99
Bonus SharpenedWeapons6 15
Bonus SharpenedWeapons7 20
Bonus SharpenedWeapons8 25
Bonus HardenedShield6 15
Bonus HardenedShield7 20
Bonus HardenedShield8 25
Bonus ImprovedHelmet6 15
Bonus ImprovedHelmet7 20
Bonus ImprovedHelmet8 25
Bonus GrandMasterInfantryDefence1 15
Bonus GrandMasterInfantryDefence2 20
Bonus GrandMasterInfantryDefence3 25
Bonus GrandMasterCavalryDefence1 15
Bonus GrandMasterCavalryDefence2 20
Bonus GrandMasterCavalryDefence3 25
Bonus GrandMasterAntiInf1 15
Bonus GrandMasterAntiInf2 20
Bonus GrandMasterAntiInf3 25
Bonus GrandMasterAntiCav1 15
Bonus GrandMasterAntiCav2 20
Bonus GrandMasterAntiCav3 25
// SpareStat 205 // Spare 205
// SpareStat 206 // Spare 206
// SpareStat 207 // Spare 207
// SpareStat 208 // Spare 208
// SpareStat 209 // Spare 209
// SpareStat 210 // Spare 210
// SpareStat 211 // Spare 211
// SpareStat 212 // Spare 212
// SpareStat 213 // Spare 213
// SpareStat 214 // Spare 214
// SpareStat 215 // Spare 215
// SpareStat 216 // Spare 216
// SpareStat 217 // Spare 217
// SpareStat 218 // Spare 218
// SpareStat 219 // Spare 219
// SpareStat 220 // Spare 220
// SpareStat 221 // Spare 221
// SpareStat 222 // Spare 222
// SpareStat 223 // Spare 223
// SpareStat 224 // Spare 224
// SpareStat 225 // Spare 225
// SpareStat 226 // Spare 226
// SpareStat 227 // Spare 227
// SpareStat 228 // Spare 228
// SpareStat 229 // Spare 229
// SpareStat 230 // Spare 230
// SpareStat 231 // Spare 231
// SpareStat 232 // Spare 232
// SpareStat 233 // Spare 233
// SpareStat 234 // Spare 234
// SpareStat 235 // Spare 235
// SpareStat 236 // Spare 236
// SpareStat 237 // Spare 237
// SpareStat 238 // Spare 238
// SpareStat 239 // Spare 239
// SpareStat 240 // Spare 240
// SpareStat 241 // Spare 241
// SpareStat 242 // Spare 242
// SpareStat 243 // Spare 243
// SpareStat 244 // Spare 244
// SpareStat 245 // Spare 245
// SpareStat 246 // Spare 246
// SpareStat 247 // Spare 247
// SpareStat 248 // Spare 248
// SpareStat 249 // Spare 249
// SpareStat 250 // Spare 250
// SpareStat 251 // Spare 251
// SpareStat 252 // Spare 252
// SpareStat 253 // Spare 253
// SpareStat 254 // Spare 254
ENDDEF
Ok...

"// *********** SQUAD ************* Praetorian"
This is obviously just a description for anyone looking at the file.

"Name Praetorian"
The name of the unit. Presumed in game name too.

"ID 13"
The ID of the unit. See first post.

"Type HeavyInf"
The type of unit. Known types are: "HeavyInf", "LightInf", "Skirmisher", "Archer", "LightCav", "HeavyCav", "Artillary", "Elephant", "Leader"

"IconID Praetorian"
The icon used for the unit. Generally the Icon is the same name as the unit.

"// Build Requirements Gld Fd Wd BM Cop Tin Hrs Gem Inc"
The column listings for the building requirements. I presume "Gold, Food, Wood, ?, Copper, Tin, Hours?, Gems?, ?". This must be a Legion legacy? Or have I missed half the game?

"Cost 0 1200 0 0 0 0 0 0 0"
The data for the initial cost of each unit. The second one is Gold I presume, so I expect the first would be Fame?

"Maintenance 0 0 0 0 0 0 0 0 0"
The upkeep of each unit. Another legacy of Legion?

"//No"
There are a list of these, placeholders I presume. There are items between them though. As far as I can determine, the "No" is not a boolean for a specific feature.

"MadeBy <side>"
This is what decides which side can make which unit. They do not appear to need to be in any particular order, but I could be wrong. Known sides: see arenasides.txt I presume any side placed in there can be used here.

"// DISPLAYFLAGS 0"
No idea.

"ViewDistance 80"
The view distance of the unit. I presume this will effect when they "see" the enemy and will react?

"// NavalBonus 20"
The bonus they provide while on board ships? A bit redundant at the moment. Maybe they have plans?

"// ISCAVALRY"
If the unit is cavalry, there will be no "//" at the start of this line. Not sure what bonus/downside it provides yet. Could be max man size of unit?

"Rating 1"
No idea what this does, but it looks like it could be some ranking system?

"BattleRating 1"
Same as above.

"Men 48"
Number of men per unit. I believe (based on someone elses findings) that 79 is the max for infantry, 60 for cavalry.

"ScoutValue 1"
No idea.

"Visibility 100"
Allows them to be semi/transparent? Havn't tried it.

"Retreating 100"
No idea.

"Speed 30"
Base speed for the unit. This seems to be a Constant value.

"SpeedVariance 0"
Not sure, but obviously linked to the speed.

"RunFactor 64"
The speed that a unit runs. Lower = faster.

"RoutFactor 48"
The speed that a unit runs away when they are "routed". Lower = faster.

"DisorderPenalty 80"
A penalty to health, speed, or something when a group is disordered. Havn't experimented.

"TrampleAvoidChance 30 20 10 0"
The chance for a unit to avoid being trampled on. The different numbers could relate to % of the unit that remians. 100% = 30, 75% = 20, 50% = 10, 25% = 0. I could be wrong.

"TrampleChance 0 0 0 0"
The chance that a unit will cause trample damage. The different numbers could relate to % of the unit that remains as above.

"CanShoot"
The unit can shoot spears/arrows/etc. If the unit cannot shoot, it will be "//CanShoot".

"FireRate 150"
The rate at which units fire. Not sure what the units are. Could be milliseconds, or % of a second.

"NumShots 1"
The amount of ammo the unit has.

"MinRange 10"
The minimum range before a unit will begin hand-to-hand combat rather than ranged attack.

"MaxRange 25"
The Maximum range that a unit can fire missiles.

"ProjectileLength 6"
The length of the missile, for the graphics I presume. Javalin/spears are 6, arrows are 4.

"ProjectileStartHeight 20"
Where the missile will appear. Graphics option. Allows units to shoot from the hip I presume, although I havn't tried it :D

"PanicEffector 5"
The impact a unit will have on another units morale? Not sure.

"PanicLimit 7"
Not sure. Max of above?

"Training 0"
Doesn't appear to do anything. Yet.

"KillEqualizer 300"
The "worth" that the enemy unit has to be to be considered "equal"?

"LeaderBonus 0"
The leader bonus that units will get from being near this unit. This can be set for more than just the Legate/General.

"LeaderRadius 0"
The radius of the leader circle around the unit. This can be set for more than just the Legate/General.

"PROJDECOR 1"
Graphics option I think. It says which "skin" to use for the missile. Could be wrong though.

"Formation <name>"
Default formations that this unit will start with. Formations include: Block, Column, Line, IrregularLine, IrregularBlock, IrregularColumn, OffensiveMob, DefensiveMob, Balanced, OffensiveChar, DefensiveChar, Wedge, Square.
Adding extra formation sometimes makes the game unstable. I am not sure if they must be in specific locations in the list.

"// None"
There are a list of these, placeholders I presume. Replace these with the formations that you wish to add. I'm not sure if the formations must go in specific places on the list.

"//1 ... //12"
No idea. Some sort of placeholders.

"ArmourAbility 16 0 ... 0"
The first number is the unit's melee armour level. I havn't tried editing the other numbers.

"DamageAbility 26 0 ... 0"
The first number is the unit's melee damage. I havn't tried editing the other numbers.

"ConcussAbility 1 0 ... 0"
The first number is the unit's concuss number. No idea if it is additional damage, or a % chance. I havn't tried editing the other numbers.

"AgilityAbility 10 0 ... 0"
The first number is the unit's ability value. I presume this help them dodge/block attacks. I havn't tried editing the other numbers.

"ChanceToHitAbility 15 0 ... 0"
The first number is the unit's chance to hit. I presume this is a % so it is 3 out of 20 chance to hit. I havn't tried editing the other numbers.

"ShotChanceToHitAbility 30 0 ... 0
ShotArmourAbility 8 0 ... 0
ShotDamageAbility 10 0 ... 0
ShotConcussAbility 10 0 ... 0"
First numbers are as above, but with ranged attacks. I havn't tried editing the other numbers.

"MoraleAbility 300 0 3 5 8 10 13 15 18 20 23 25 28 30 33 35 38 40 43 45 48 50 53 55 58 60 63 65 68 70 73 75 78"
The first number is the total morale of the unit. The other numbers could be % of the unit left (0% - 100%) or number of enemy killed, or maybe something to do with levels. No idea really.

"KillingShotAbility 50 0 ... 0"
I'm not quite sure what this is, but it looks like a sort of special attack that will finish of the enemy fighter.

"HealthAbility 30 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31"
The first number is the total health of the unit. The rest are increases based on SOMETHING. Levels perhaps. I havn't tested.

"ExperienceAbility 70 0 8 17 26 35 43 52 61 70 78 87 96 105 113 122 131 140 148 157 166 175 183 192 201 210 218 227 236 245 253 262 271"
Something to do with experience, but not sure what. I havn't fiddled with it yet.

"OrderCostAbility 8000"
The unit's default order cost.

"OrderPointsAbility 0 0 ... 0"
The first number is the default order points that the unit gives to your total order points.

"OrderGrowAbility 0"
The Order Points additional growth that the unit will give to your order points. Increasing has the same effect as the "Quick Thinking" bonus.

"FeeAbility 0 ... 0"
No idea.

"FeeStartAbility 0 ... 0"
No idea.

"// SpareAbility #"
Spare ability slots. Not sure what can go here.

"FirstLevel 40"
This is the amount of XP needed to get from level 1 (default) to level 2.

"LevelStep 475"
This is the amount of XP needed to get from level 2 to level 3.

"LevelStepDelta 120"
This has an effect on the amount of XP you need for each level after level 3. I havn't been able to work out any equation for it yet.

"Bonus <name> <level req>"
This is a list of the Bonuses available to this unit, and the level you require to unlock it. "99" and "100" are used for bonuses that units cannot get, however, when a unit obtains level 99/100, all these will be unlocked for that unit.
A list of bonuses can be found in bonusdef.txt

"KUDOS 16 0 ... 0"
No idea what this is for.

"// HONOUR 0"
No idea.

"LOYALTY 0"
No idea.

"KUDOSMULT 90"
A multiplier for KUDOS... If only I could find out what KUDOS is.

"ROUTINGCOST 60"
The cost that the unit takes when it routs. Order points I presume. Maybe for healing the unit with fame after?

"LOYALTYFACTOR 100"
A multiplier for LOYALTY?...

"SFX <name> <numbers>"
The sound effects used for specific actions.

"LOSSCOST 10"
The cost of losing a unit. Order points or fame for healing?

"DEPLOYSCALE 12"
Scaling in the deployment screen. Not useful, I think.

"GENERALLEVELREQUIRED 0"
The level your leader must be to obtain the unit?

"// MISSILEIMMUNITY 0"
New in CoM I think. It makes units immune to ranged attacks. Remove the "//" to apply it to the unit.

"// SpareStat #"
Spare stats for mods/add-ons.

"ENDDEF"
Flag to show the end of the unit definition.


Perhaps the most interesting thing I found while looking through this file, was this:
// *********** SQUAD ************* Ballista
Name Ballista
ID 19
Type Artillery
IconID WesternPeasant
A relic from units they were thinking of adding? Or plans for the future? It doesn't appear to have it's own skins, but still...

A lot of these are based on conjecture/untried hypothises, so don't blame me if changing something messes up your save games.
Anyway, hope this helps someone. I'm off to try out some ideas.
Image
matrix
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 4
Joined: Wed Jan 18, 2006 9:22 am

Post by matrix »

Thanks that explains alot i figured some on my own and been just trying diffrent things on my own. Thanks for the reply even if it is 11 months later! :D
Redpossum
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1814
Joined: Thu Jun 23, 2005 12:09 am
Location: Buenos Aires, Argentina
Contact:

Post by Redpossum »

Excellent work, Sacredzero!

Don't even worry about the 11 months, LOL. The modding tools are so user-unfriendly that not a lot has ever been done with mods for this excellent game.

Even my own Britannicus mod is just a new campaign, with no changes to the game engine, system, or squad values.
Post Reply

Return to “Legion Arena & CoM”