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?
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Three Units Files?!
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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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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?
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
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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.
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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.
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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.
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