Here is the complete list of Squads.csv parameters : could you please explain what is what ?
Name - this is the name of the unit used in scenario .BAM files and also in ArmyList.txt files
ID - this is the units index number for IDS_UNITNAME and IDS_UNITINFO strings
Type - this is the troop type ("squad type"). You can see the full list in /Data/Terrain.txt
IconID - this is not used
ManCount - this is the number of models in the unit
IconSIze - this is not used
IconHeight - this is not used
LOS - this is the LOS in the open x 10
CoverLOS - this is the LOS into cover x 10
Cost - this is the cost to purchase in Force Selection
DeathAngle - not used
ViewFlags - 1 can hide in the edge of a wood, 2 - can't hide in the edge of a wood (can hide further in)
AP - basic move distance x 4
Speed - move animation speed
MoveCost - a multiplier for move cost. All units have value 1 currently
FireDirectionOffset - not used
AssetFilename 0 the model name (the actual model file has "_0.s4f" appended to this).
Morale - not used (FOG2 uses a different Morale system - see MoraleState below)
Transport - not used
CanBeCarried - not used
Blocking - not used
ScoutRange - not used
HE_TileDamage - not used
SFXImpact - not used
Shots - number of shots per turn. All units have value of 1. May not work correctly if increased.
AmbushSkill - not used
TurnRate - not used
TotalMen - the number of men in the unit as the default StrengthMultiplier of 100%
UnitSize - the combat strength of the unit
BodyArmour - armour 0 = none, 50 = protected, 100 = armoured, 300 = fully armoured. Can be any value in batween.
Experience - Experience - trop quality is the average of Experience and elan. Each value can be 0 to 300
Elan - Elan
Reserve - not used
These are all capabilities:
Light_Artillery
Heavy_Artillery
Handgun
Bombs
Bow
Longbow
Crossbow
Sling
Javelins
Darts
Heavy_Lancers
Light_Lancers
Impact_Foot
Pike
Heavy_Weapon
Offensive_Spearmen
Defensive_Spearmen
Light_Spear
Swordsmen
// end of capabilities
MoraleState - morale state of the unit - 0 = steady, 1 = disrupted, 2 = fragmented, 3 = routed, 5 = destroyed
Attacking - whether the unit originally initiated the close combat or not
SeasonalMultiplier - not used
Startdate - not used
Endate - not used
General - general's name index. -1 if no general with unit.
UnitScaling - a value to compensate for models not all coming out of MAX at the same scale. 0 is equivalent to 1000.
ShaderValue - the number of variants on the texture sheet
BannerHeight - the height of the bottom of the banner above ground level.
3DViewZoom - camera zoom on the unit in 3D view boxes - e.g. the unit UI at the bottom of the battle screen
3DViewHeight - camera height in the 3D view boxes