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  • Three Units Files?!

    In my ctp_data/default folder, I have files called Units.txt, Units_historic.txt, and Units_release.txt. What do they all do, and which one would I go to if I wanted to edit unit attributes?
    Everything changes, but nothing is truly lost.

  • #2
    I cant tell you for sure what historic and release are for but at a guess id say, 'historic' is the changes made through development and 'release' is changes made before the alpha was burned or something and the final units.txt contains all the last minute tweaks, i know thats the one the game uses anyway, so edit that one.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

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    • #3
      Re: Three Units Files?!

      Originally posted by Mr. President
      In my ctp_data/default folder, I have files called Units.txt, Units_historic.txt, and Units_release.txt. What do they all do, and which one would I go to if I wanted to edit unit attributes?
      I f you wanted to say increase Hit points, movements points or perhaps as i have done make available in another era..such as all WW2 units being available from git go just match enabling and obsolesence with NULL..or as I did stop allowing settlers to be made ata cetain age. Here is the copied UNITS.txt for settler:
      UNIT_SETTLER {
      SHIELD_COST 540
      POWER_POINTS 400
      MAX_HP 1
      ATTACK 0
      DEFENSE 10
      FIREPOWER 2
      ZB_RANGE_ATTACK 0

      BATTLEFIELD_RANGE 0
      BATTLEFIELD_RADIUS 1

      VISION_RANGE 1

      ACTIVE_DEFENSE_RANGE 0
      ELECTRONIC_COMBAT_FACTOR 0

      MAX_MOVEMENT 1000
      FUEL 0

      SHIELD_HUNGER 0
      FOOD_HUNGER 0

      DEFAULT_SPRITE SPRITE_SETTLER
      DEFAULT_ICON ICON_UNIT_SETTLER
      DESCRIPTION DESCRIPTION_UNIT_SETTLER
      # #id string of the default sprite

      SOUND_SELECT1 SOUND_SELECT1_SETTLER
      SOUND_SELECT2 SOUND_SELECT2_SETTLER
      SOUND_MOVE SOUND_MOVE_SETTLER
      SOUND_ACKNOWLEDGE SOUND_ACKNOWLEDGE_SETTLER
      SOUND_CANTMOVE SOUND_CANTMOVE_SETTLER
      SOUND_ATTACK SOUND_ATTACK_SETTLER
      SOUND_WORK SOUND_WORK_SETTLER
      SOUND_VICTORY SOUND_VICTORY_SETTLER
      SOUND_DEATH SOUND_DEATH_SETTLER
      ENABLING_ADVANCE NULL
      OBSOLETE_ADVANCE ADVANCE_ULTRAPRESSURE_MACHINERY

      ############## special flags #############################
      MOVEMENT_TYPE_LAND
      MOVEMENT_TYPE_MOUNTAIN
      LOSS_MOVE_TO_DMG_NONE
      SIZE_SMALL
      SETTLE_CITY_TYPE UNIT_CITY
      SETTLE_LAND
      SETTLE_MOUNTAINS

      CANT_CAPTURE_CITY

      VISIBILITY_CLASS_0

      VISIBILITY_CAN_SEE_0


      CANT_ENTRENCH
      CANT_PATROL
      IS_SPECIAL_FORCES
      HAS_NO_ZOC
      CAN_BE_EXPELLED



      BUILDING_REMOVES_A_POP
      ONLY_BUILD_ONE
      CHEAT_INDEX 5
      }


      Now here is one for Machine Gunner:

      UNIT_MACHINE_GUNNER {
      SHIELD_COST 800
      POWER_POINTS 800
      MAX_HP 10
      ATTACK 80
      DEFENSE 80
      FIREPOWER 2
      ZB_RANGE_ATTACK 0

      BATTLEFIELD_RANGE 1
      BATTLEFIELD_RADIUS 1

      VISION_RANGE 1

      ACTIVE_DEFENSE_RANGE 0
      ELECTRONIC_COMBAT_FACTOR 0

      MAX_MOVEMENT 200
      FUEL 0

      SHIELD_HUNGER 24
      FOOD_HUNGER 0

      DEFAULT_SPRITE SPRITE_MACHINE_GUNNER
      DEFAULT_ICON ICON_UNIT_MACHINE_GUNNER
      DESCRIPTION DESCRIPTION_UNIT_MACHINE_GUNNER
      # #id string of the default sprite

      SOUND_SELECT1 SOUND_SELECT1_MACHINE_GUNNER
      SOUND_SELECT2 SOUND_SELECT2_MACHINE_GUNNER
      SOUND_MOVE SOUND_MOVE_MACHINE_GUNNER
      SOUND_ACKNOWLEDGE SOUND_ACKNOWLEDGE_MACHINE_GUNNER
      SOUND_CANTMOVE SOUND_CANTMOVE_MACHINE_GUNNER
      SOUND_ATTACK SOUND_ATTACK_MACHINE_GUNNER
      SOUND_WORK SOUND_WORK_MACHINE_GUNNER
      SOUND_VICTORY SOUND_VICTORY_MACHINE_GUNNER
      SOUND_DEATH SOUND_DEATH_MACHINE_GUNNER
      ENABLING_ADVANCE NULL
      OBSOLETE_ADVANCE NULL

      ############## special flags #############################
      MOVEMENT_TYPE_LAND
      MOVEMENT_TYPE_MOUNTAIN
      LOSS_MOVE_TO_DMG_NONE
      SIZE_SMALL


      VISIBILITY_CLASS_0

      VISIBILITY_CAN_SEE_0

      EXERTS_MARTIAL_LAW

      CAN_EXPEL_POP
      DEATH_EFFECTS_HAPPY
      CAN_REFORM SOUND_ID_REFORM_CITY SPECEFFECT_REFORMCITY

      CAN_EXPEL



      AIR_ATTACK

      SPACE_CITY_CAN_BUILD
      CHEAT_INDEX 1
      }


      This is one of those "exception" rules..this has to "Obsolesence advancements..so you need to make the first read NULL and remove the words Obsolesnense and the advance for the second one in order to make it work.!

      This now makes the machine gunner available from the git go!


      Happy Hunting!!

      TrollAlso NOTE!:

      I removed abilities for the units to pirate and pillage..see..I dont like having folks steal my food or money!!

      Just a way of pleasing Trolldoms Finicly Folks!!
      Hi, I'm RAH and I'm a Benaholic.-rah

      Comment


      • #4
        Ah, cool. I've been busily editing away, and there's something I just thought of. Is there somewhere I can go to change the names of units? See, I've moved Archers to the Agricultural Revolution since I hardly use them at the time they come around in the original setup, and converted them into an anti-knight ranged unit (to represent the longbow).

        They would actually be fine being called Archers, but I was thinking of making them Longbowmen - if there is a way to change names. I can't figure out where it would be in Units.txt, and I can't figure out where it would be if it wasn't there.
        Everything changes, but nothing is truly lost.

        Comment


        • #5
          i like that idea with Longbowman.

          gl_str.txt in ...\Civilization-Call To Power\ctp_data\english\gamedata for the english language version of the game.
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

          Comment


          • #6
            Units_release.txt is the same as units.txt. IIRC Units_historic.txt is something which Activision released with the patch, supposedly balancing the units more. The idea was that you could replace your units.txt with the units_historic.txt and play with the alternate stats, and then use units_release.txt to restore the original setting. However, the 'balancing' which was done actually had the reverse effect, and the units_historic.txt is so strange as to be almost unplayable. For example, Cannons are utterly useless and War Walkers are insanely powerful. Celestial Dawn released a spreadsheet explaining how terrible it all was.

            Comment


            • #7
              Thanks.

              Cannons become useless? Nooo! I love those guys!

              I made the Longbowmen's stats: Attack 1, Defense 1, Ranged Attack 4, (can't remember what I made Firepower). I haven't tested it yet, so I hope it works out.
              Everything changes, but nothing is truly lost.

              Comment

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