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CTP MODIFICATION: UNIT FLAGS

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  • CTP MODIFICATION: UNIT FLAGS

    For X, Y, and Z you generally need to put a number there. Y usually is the chance a unit special function succeeds, and Z is the chance the killed if the function fails. Occasionally I didn't know what the numbers referred to, so I just left them as is (like the middle number in INVESTIGATE_CITY, for instance).

    Comments are in parantheses.

    When you see UNITNAME, change it to the name of the unit.

    I count about 80 general abilities and 40 special abilities (not to mention all the stats in the first section). I could very easily have missed some.

    UNIT_UNITNAME
    SHIELD_COST  X
    POWER_POINTS  X  (a useless function- this does nothing)
    MAX_HP  X
    ATTACK  X
    DEFENSE  X
    FIREPOWER  X
    ZB_RANGE_ATTACK  X
    BATTLEFIELD_RANGE  X
    BATTLEFIELD_RADIUS  X
    VISION_RANGE  X
    ACTIVE_DEFENSE_RANGE  X 
    ELECTRONIC_COMBAT_FACTOR   X  (more than 0 for Caravan only) 
    MAX_MOVEMENT X (/100)
    FUEL X
    SHIELD_HUNGER  X (Support)
    FOOD_HUNGER  X
    DEFAULT_SPRITE 	SPRITE_UNITNAME
    DEFAULT_ICON	ICON_UNITNAME
    DESCRIPTION		DESCRIPTION_UNITNAME
    SOUND_SELECT1	SOUND_SELECT1_UNITNAME
    SOUND_SELECT2	SOUND_SELECT2_UNITNAME
    SOUND_MOVE		SOUND_MOVE_UNITNAME
    SOUND_ACKNOWLEDGE SOUND_ACKNOWLEDGE_UNITNAME
    SOUND_CANTMOVE 	SOUND_CANTMOVE_UNITNAME
    SOUND_ATTACK	SOUND_ATTACK_UNITNAME
    SOUND_WORK		SOUND_WORK_UNITNAME
    SOUND_VICTORY	SOUND_VICTORY_UNITNAME
    SOUND_DEATH		SOUND_DEATH_UNITNAME
    ENABLING_ADVANCE  ADVANCENAME 
    OBSOLETE_ADVANCE  ADVANCENAME
     
    #### GENERAL ABILITIES ####
    
    SEA_CITY_CAN_BUILD  
    LAND_CITY_CAN_BUILD
    SPACE_CITY_CAN_BUILD
    MOVEMENT_TYPE_LAND
    MOVEMENT_TYPE_MOUNTAIN
    MOVEMENT_TYPE_SPACE
    MOVEMENT_TYPE_WATER
    MOVEMENT_TYPE_SHALLOW_WATER 
    LAND_ATTACK  
    SEA_ATTACK
    AIR_ATTACK
    MOUNTAIN_ATTACK
    SPACE_ATTACK
    SHALLOW_WATER_ATTACK
    UNDERWATER_ATTACK
    NO_LAND_ATTACK
    NO_SEA_ATTACK
    NO_AIR_ATTACK
    NO_MOUNTAIN_ATTACK
    NO_SPACE_ATTACK
    NO_SHALLOW_WATER_ATTACK
    SIZE_SMALL
    SIZE_MED
    SIZE_LARGE  
    CAN_CARRY_X_LAND  (of size X)
    CAN_CARRY_X_AIR  
    CAN_CARRY_X_SPACE  
    TRANSPORT_CAPACITY  X
    SOUND_ID_UNITNAME_LOAD	SOUND_ID_UNITNAME_UNLOAD
    VISIBILITY_CLASS_0 (most units, cities)
    VISIBILITY_CLASS_1 (submarine, sea engineer)
    VISIBILITY_CLASS_2 (stealth sub, crawler)
    VISIBILITY_CLASS_3 (trade units: lawyer,televangelist,corp b)
    VISIBILITY_CLASS_4 (slaver, cleric, abolitionist)
    VISIBILITY_CLASS_5 (spy, ecoterrorist, ranger, cyberninja, infector)
    VISIBILITY_CAN_SEE_0 
    VISIBILITY_CAN_SEE_1
    VISIBILITY_CAN_SEE_2 
    VISIBILITY_CAN_SEE_3 
    VISIBILITY_CAN_SEE_4 
    VISIBILITY_CAN_SEE_5
    LOSS_MOVE_TO_DMG_NONE   (does not lose movement points when wounded)
    HAS_POP_AND_CAN_BUILD    (for cities only)
    BUILDING_REMOVES_A_POP   (for settlers)
    CANT_CAPTURE_CITY 
    CANT_ENTRENCH
    CANT_PATROL
    IGNORE_ZOC
    HAS_NO_ZOC
    GOVERNMENT_TYPE GOVERNMENT_(X) 
    NEEDS_NO_SUPPORT
    IS_SPECIAL_FORCES
    EXERTS_MARTIAL_LAW    (reduces unhappiness when in city)
    DEATH_EFFECTS_HAPPY    (dying increases unhappiness of civ)
    CAN_BE_EXPELLED
    CAN_EXPEL_POP 
    CAN_REFORM  	SOUND_ID_REFORM_CITY	SPECEFFECT_REFORMCITY
    CAN_PILLAGE
    CAN_EXPEL
    CAN_PIRATE
    CAN_BOMBARD_LAND  
    CAN_BOMBARD_WATER
    CAN_BOMBARD_MOUNTAIN
    CAN_BOMBARD_SPACE
    BOMBARD_ROUNDS X (usually set at 10)
    CAN_COUNTER_BOMBARD 
    NO_FUEL_THEN_CRASH 
    ACTIVE_DEFENSE_ONLY_WHEN_CARRYING_ENABLERS   (Aircraft Carrier)
    ENABLES_CARRIER_ACTIVE_DEFENSE   (carrier can defend when this unit type is on board)
    DEFEND_AIR
    DEFEND_SPACE  
    DEFEND_AGAINST_SPIES X    (% chance defense is successful)  
    ONLY_BUILD_ONE  
    SINGLE_USE   (dies after attacking)
    NO_INDEX   (no entry in the Great Library)
    CHEAT_INDEX X (set category for where unit is in the cheat menu)
    CANT_BUILD (for cities)
    REVOLUTION	SOUND_ID_REVOLUTION	SPECEFFECT_REVOLUTION  (for cities)
    
    
    ### SPECIAL ABILITIES ###
    Y= chance unit succeeds, Z= chance killed if fails
    
    IS_SPACE_LAUNCHER
    IS_SPACE_LANDER
    CAN_BEACH_ASSAULT  
    ATTACK_FROM_SPACESHIP
    CAN_BE_RUSTLED (Cattle)
    BONUS_FOOD X (Cattle)
    PARATROOPER
    NUCLEAR_ATTACK  	SOUND_ID_NUCLEAR_ATTACK	SPECEFFECT_NUCLEAR_ATTACK
    SLAVE_RAIDS Y Z 2 4 SOUND_ID_SLAVE_RAIDS	SPECEFFECT_SLAVE_RAIDS (second set for unguarded settlers) (Slaver)
    SETTLER_SLAVE_RAIDS 	SOUND_ID_SETTLER_SLAVE_RAIDS	SPECEFFECT_SETTLER_SLAVE_RAIDS (Slaver)
    VICTORY_ENSLAVEMENT (Slaver)
    CAUSE_UNHAPPINESS Y A B    SOUND_ID_CAN_SOOTHSAY_CL <or>
                               SOUND_ID_CAN_SOOTHSAY_TV <or>
                               SOUND_ID_ADVERTISE <or>
    
                               SOUND_ID_CONDUCT_HITS   SPECEFFECT_CAN_SOOTHSAY <or>
                                                       SPECEFFECT_CAUSE_UNHAPPINESS <or>
                                                       SPECEFFECT_CONDUCT_HITS
                               (A=turns lasting, B= - X happy) (Cleric, Televangelist, Subneural Ad, etc) 
    CAN_SOOTHSAY  SOUND_ID_CAN_SOOTHSAY_CL <or>
                  SOUND_ID_CAN_SOOTHSAY_TV   SPECEFFECT_CAN_SOOTHSAY (Cleric)
    INDULGENCE_SALES  SOUND_ID_INDULGENCE_SALES_CL <or>
                      SOUND_ID_INDULGENCE_SALES_TV  SPECEFFECT_INDULGENCE_SALES (Cleric)
    CONVERT_CITIES Y Z SOUND_ID_CONVERT_CITIES_CL <or>
    
                       SOUND_ID_CONVERT_CITIES_TV  SPECEFFECT_CONVERT_CITIES (Cleric)
    IS_TELEVANGELIST
    IS_TRADER  (Caravan)
    IS_CARGO_POD 
    ESTABLISH_EMBASSY  (Diplomat) 	SOUND_ID_ESTABLISH_EMBASSY	SPECEFFECT_ESTABLISH_EMBASSY
    INVESTIGATE_CITY Y 0.1 Z  (Diplomat) (middle number??)
    STEAL_TECHNOLOGY Y 0.25 Z  	SOUND_ID_STEAL_TECHNOLOGY_SP	SPECEFFECT_STEAL_TECHNOLOGY  (Spy)
    INCITE_REVOLUTION Y 0.25 Z  	SOUND_ID_INCITE_REVOLUTION_SP	SPECEFFECT_INCITE_REVOLUTION (Spy)
    PLANT_NUKE Y Z  	SOUND_ID_PLANT_NUKE_SP	SPECEFFECT_NUKE	(Spy)
    INJUNCTIONS 	SOUND_ID_INJUNCTIONS	SPECEFFECT_INJUNCTIONS (Lawyer)
    CAN_SUE  (Lawyer)
    CAN_BE_SUED (Trade units)
    SLAVE_UPRISING  SOUND_ID_SLAVE_UPRISING	SPECEFFECT_SLAVE_UPRISING (Abolitionist)
    UNDERGROUND_RAILWAY Y Z   	SOUND_ID_UNDERGROUND_RAILWAY	SPECEFFECT_UNDERGROUND_RAILWAY
     (Abolitionist) 
    NO_SLAVES  (Abolitionist)
    CREATE_FRANCHISE Y 	SOUND_ID_CREATE_FRANCHISE  SPECEFFECT_CREATE_FRANCHISE (Corporate Branch)
    ADVERTISES (Subneural ads)
    CONDUCT_HITS  	SOUND_ID_CONDUCT_HITS	SPECEFFECT_CONDUCT_HITS  (Ecoterrorist)
    NANO_TERROR Y  	SOUND_ID_NANO_TERROR	SPECEFFECT_NANO_TERROR	 (Ecoterrorist)
    BIO_TERROR Y  SOUND_ID_BIO_TERROR	SPECEFFECT_BIO_TERROR  (Infector)
    ASSISTED_DROPS (Swarm)
    LAUNCH_DESTROYS_OZONE X (Space planes)
    CREATE_PARKS 	SOUND_ID_CREATE_PARKS	SPECEFFECT_CREATE_PARKS  (Ecoranger)
    CAN_CLOAK (Phantom)
    IS_STEALTHY (Phantom)
    

    By Harlan Thompson

    Last edited by Martin Gühmann; December 30, 2011, 19:12.
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