This is just a test sample... built using FrontPage default FAQ... (never tried that before :) )
Tested on 16 #UNITS.
NO_INFO indicates currently unconfirmed stuff.
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#UNITS 23 Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 00000000000000000000000000 Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 00000000000000000000000000 Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000 etc. |
The number 23 below #UNITS, refers to the total number of units in the list, e.g. if you add a unit increase the number by one.
UNIT PARAMETERS:
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
The name of the predesigned unit as shown in the game.
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the chassis the unit uses. The chassis name must correspond with a name in the #CHASSIS section, Infantry, Foil, Missile etc.
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the module (weapon/package) the unit uses. The module name must correspond with a name in the #WEAPONS section, Gun, Shard, Transport, Probe Team etc.
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the armor the unit uses. The armor name must correspond with a name in the #DEFENSES section, Scout, Silksteel, Psi etc.
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the plan of the unit for AI purposes. The plan corresponds with the common usage of the unit. The Scout Patrol is mainly a reconnaisance unit, hence the number 3 (See list below)
-1 = Auto Calculate
0 = Offensive
1 = Combat
2 = Defensive
3 = Reconnaisance
4 = Air Superiority
5 = Planet Buster
6 = Naval Superiority
7 = Naval Transport
8 = Colonization
9 = Terraforming
10 = Supply Convoy
11 = Info Warfare
12 = Alien Artifact
Example: If you add a Probe Cruiser this number would be 11 (Info Warfare)
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the cost (in minerals) of the unit. A value of 0 (zero) auto calculates the cost. (NO_INFO: probably based on the configuration of the unit)
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the carrying capacity of the unit. A value of 0 (zero) auto calculates this.This number is mainly used for transport units. (NO_INFO: IoD)
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the technology prerequisite of the unit, i.e. the unit becomes available upon discovery of the technology prequisite. This refers to the technology id code in the #TECHNOLOGY section. If set to none the unit is available at game start.
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the special icon for the unit. A value of -1 auto calculates this, based on current configuration.(NO_INFO: Corresponding with .pcx -unit- file)
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Special ability flags for the unit. These are binary signifiers (either 1 or 0). A 1 (one) indicates that the unit has a specific special ability. The Scout Patrol has no special abilities, hence all flags are set to 0 (zero). To add a special ability: Change the correct 0 to 1. Changing the first 0 to 1 adds the dissociative wave special ability; changing the fourth 0 to 1 adds the police special ability etc.
Dissociative Wave
Soporific Gas Pods
Slow Unit
Non-Lethal Methods
Repair Bay
Nerve Gas Pods
Heavy Transport
Hypnotic Trance
Blink Displacer
Clean Reactor
Heavy Artillery
High Morale
Fungicide Tanks
Polymorphic Encryption
Empath Song
Antigrav Struts
Comm Jammer
AAA Tracking
Carrier Deck
Deep Pressure Hull
Air Superiority
Drop Pods
Amphibious Pods
Cloaking Device
Deep Radar
Super Former
(NO_INFO: not available abilities: Marine Detachment; Fuel Nanocells; Algorithmic Enhancement)
See also #ABILITIES section.
Note: All units use the fission reactor. It is not possible to change this configuration.