There are a lot of bonus combinations I'll post hecdb so you can see:
Code:
#----------------------------------------------------------------------------- # # Project : Call To Power 2 # File type : dbgen input # Description : Unit type descriptor # Id : $Id:$ # # ---------------------------------------------------------------------------- # # Disclaimer # # THIS FILE IS NOT GENERATED OR SUPPORTED BY ACTIVISION. # # This material has been developed at apolyton.net by the Apolyton CtP2 # Source Code Project. Contact the authors at [email]ctp2source@apolyton.net[/email]. # #----------------------------------------------------------------------------- # # Modifications from the original Activision code: # # - Government specific options added (Martin Gühmann). # - MapIcon database added (22-Feb-2007 Martin Gühmann) # - Leader option added. # - NoBarbarian : Added by tombom # - CantGroup : For future use to make solo moving units # - CanSettleOn : Added by E restricts settling to certain # terrains # - UpgradeTo : FutureUse to create Upgrade Paths, cost based # on difference ShieldCost x Gold? # - CultureOnly : Added by E -- can only build units if civ has # certain citystyle # - CityStyleOnly : Added by E -- can only build units at cities # with certain citystyle # - SettleImprovement : Future use - for units to make specific imps # like forts # - HiddenNationality : Future use for Civ3 like trait maybe same as # Cloak? # - IsWorker : Future use -- with TerrImp flag NeedsWorker to # limit certain imps or Civ3-like mods # - PopCostsToBuild : Added for future use to deduct more than one # pop for units # - CanCaptureTile : For FutureUse to change ownership of tile # - GoldHunger : Add for future possibility of gold cost per # turn per unit # - CantGroup : For future use to make solo moving units # - IsPeaceKeeper : FutureUse have higher regard cost if attacked # and ignore territory # - NeedsCityGood : Added by E to implement strategic resources # - PrerequisiteBuilding : Added by E to limit units to cities with # certain buildings # - NeedsCityGoodAll : FU attempt to implement strategic resources # - AllTerrainAsImprovement : Future use - like AllTerrainRoads # - ObsoleteByUnit : FU instead of avdance for later upgrade # - NonLethalBombard : Lessen bombard strengthen like old civ3 # - CanBombardTiles : Allows bombarding of tile improvements # - CollateralTileDamage : If a defender is on a tile then improvements cut # too # - GoodyHutExcluded : Prevents Some Units from appearing # - ExcludedByWonder : Prevents Units being built in cities with wonder # - PrerequisiteWonder : Needs Wonder in city to be built # #----------------------------------------------------------------------------- Sprite : Int Sound : File MapIcon : File SpecialEffect : Int SpecialAttackInfo { Record Sound SoundID Record SpecialEffect SpriteID } Unit { Bits MovementType { Land, Sea, Air, Mountain, Trade, ShallowWater, Space } #uint32 cargo_flag; Bits CanCarry { SmallLand, MedLand, LargeLand, SmallAir, MedAir, LargeAir, SmallWater, MedWater, LargeWater, SmallSpace, MedSpace, LargeSpace } Record Advance EnableAdvance Record Advance[0..5] ObsoleteAdvance Record Building[] PrerequisiteBuilding // Added by E to limit units to cities with certain buildings Record Building[] ExcludedByBuilding //to prevent some units being built Record Government[] GovernmentsModified Record Terrain[] CanSettleOn // Added by E restricts settling to certain terrains Record Unit[] UpgradeTo // Upgrade Paths, cost based on difference ShieldCost x Gold? Record Unit[] ObsoleteUnit // If unit is available then this unit cant be built Record CityStyle[] CultureOnly // Added by E -- can only build units if civ has certain citystyle Record CityStyle[] CityStyleOnly // Added by E--can only build units at cities with certain citystyle Record Civilisation[] CivilisationOnly // Added by E -- can only build units if player is a specific civ Record TerrainImprovement[] SettleImprovement // entrenching units make specific imps like forts Record Resource[] NeedsCityGood // Must have good in radius of city or buying resource to build Record Resource[] NeedsCityGoodAll // A city must have all resources listed to build unit Record Resource[] NeedsCityGoodCapitol // not implemented Record Resource[] NeedsCityGoodAnyCity // must have a good in any city to build Record Feat[] NeedsFeatToBuild // Feat must have occured for unit to be built Record Wonder[] PrerequisiteWonder // Added by E to limit units to cities with certain wonders Record Wonder[] ExcludedByWonder // to prevent some units being built Bit(Int) MoveBonus // Instead of specifying an imp why not define the movecost here? by E Bit(Int) PWMoveCost // FU - Deducts PW when unit moves Bit(Int) MerchantGold // FU - to allow a unit to grant gold in other territory Bit IsGreatBuilder // FU - completes building Bit IsGreatArtist // FU - one day I may add culture / influence Record TerrainImprovement[] AllTerrainAsImprovement // future use - like AllTerrainRoads Record Unit [] ObsoleteByUnit // Intead of advance for later upgrade Bit NonLethalBombard // lessen bombard strengthen like old civ3 Bit CanBombardTiles // allows bombarding of tile improvements Bit CollateralTileDamage // if a defender is on a tile then improvements cut too Bit PrecisionStrike // When bombing city only destroys buildings Bit TargetsCivilians // When bombing city only kills a pop Bit ImmuneToHostileTerrain // Protects units from terrain that deducts HP Bit CanRebase // FU to rebase CantMove units Bit MultipleAttacks // Can attack more than once in a turn (Civ3 - blitz) Bit CanBeGifted // Disbanding unit gives it to the friendly player Bits Size { Small, Medium, Large } Struct SuccessDeath { Float Chance, DeathChance } Struct SuccessDeathEffect { Float Chance, DeathChance Record Sound Sound Record SpecialEffect Effect } Bit LossMoveToDmgNone Bit LossMoveToDmgTwo Bit NoFuelThenCrash Bit TransformPartial Bit IgnoreZOC Bit NoZoc Bits CanBombard { Land, Air, Water, Space, Mountain } Bit CanCounterBombard Bit CanLiftOff Bits Settle { Land, Water, Mountain, Space } Record Unit SettleCityType Int SettleSize = 1 Record Building[] SettleBuilding # Int is number of turns to stay in space Bit(Int) SpaceLaunch Bit SpaceLand Bit CantCaptureCity Bit HasPopAndCanBuild Bit IsTrader Bit ExertsMartialLaw Bit CanEntrench Bit CanPatrol Bit NeedsNoSupport Bit CanExpelPop Bit IsFlanker Bit CanBeachAssault Bits Defend { Land, Air, Water, Space, Mountain // } Bit(Float) DefendAgainstSpies Bit CanBeExpelled Bit CanBeSued Bit AttackFromSpaceship Bit CantBeAttacked Bit CargoPod Bit IsFoot // Added by E for additional battle modifiers Dec-7-2005 Bit IsMounted Bit IsSiege // Added by E for additional battle modifiers Dec-7-2005 Bit IsWheeled // Added by E for additional battle modifiers Dec-7-2005 Bit IsMechanized // Added by E for additional battle modifiers Dec-7-2005 Bit IsHelicopter // Added by E for additional battle modifiers Dec-7-2005 Bit IsSubmarine Bit IgnoreCityWalls Bit NoLandAttack Bit NoSeaAttack Bit NoAirAttack Bit NoSpaceAttack Bit NoUnderwaterAttack Bit NoMountainAttack Bit NoShallowWaterAttack Bit Paratrooper Bit AssistedDrops Bit BonusAgainstFoot // Added by E for additional battle modifiers Dec-7-2005 Bit BonusAgainstMounted Bit BonusAgainstSiege // Added by E for additional battle modifiers Dec-7-2005 Bit BonusAgainstWheeled // Added by E for additional battle modifiers Dec-7-2005 Bit BonusAgainstMechanized // Added by E for additional battle modifiers Dec-7-2005 Bit BonusAgainstHelicopter // Added by E for additional battle modifiers Dec-7-2005 Bit BonusAgainstGuerrilla // Added by E for additional battle modifiers Dec-13-2005 Bit BonusAgainstSpecialForces // Added by E for additional battle modifiers Dec-13-2005 Bit BonusAgainstSubmarine // Added by E for additional battle modifiers Dec-13-2005 Bit SingleUse Bit BonusAirDefense Bit WoodenShip Bit AttackFootBonus // Added by E for additional battle modifiers Dec-7-2005 Bit AttackMountedBonus // Added by E for additional battle modifiers Dec-7-2005 Bit AttackSiegeBonus // Added by E for additional battle modifiers Dec-7-2005 Bit AttackWheeledBonus // Added by E for additional battle modifiers Dec-7-2005 Bit AttackMechanizedBonus // Added by E for additional battle modifiers Dec-7-2005 Bit AttackHelicopterBonus // Added by E for additional battle modifiers Dec-7-2005 Bit AttackSpecialForcesBonus // Added by E for additional battle modifiers Dec-13-2005 Bit AttackCivilianBonus // Added by E for additional battle modifiers Dec-13-2005 Bit AttackGuerrillaBonus // Added by E for additional battle modifiers Dec-13-2005 Bit AttackWoodenShipBonus Bit HasAttackCityBonus Bit HasAttackBonusSubmarine Bit(Int) ReplaceWithCargoModule Bit VisibileAttacking Bit(struct SoundAndEffect) NuclearAttack Bit CanSue Bit IsStealthy Bit SeeSurfaceFromSpace Bit EstablishEmbassy Bit ThrowParty Bit HearGossip ## Struct AttackAgeBonus { ## Record Age Age ## Bit Bonus ## } Struct StealTechnologyData { Float RandomChance Float SpecificChance Float DeathChance Record Sound Sound Record SpecialEffect Effect } Bit(Struct StealTechnologyData) StealTechnology Struct InciteRevolutionData { Float Chance Float EliteChance Float DeathChance Record Sound Sound Record SpecialEffect Effect } Bit(struct InciteRevolutionData) InciteRevolution Struct AssasinateRulerData { Float Chance Float EliteChance Float DeathChance } Bit(Struct AssasinateRulerData) AssasinateRuler Struct InvestigateReadinessData { Float Chance Float EliteChance Float DeathChance } Bit(Struct InvestigateReadinessData) InvestigateReadiness Bit NullifyCityWalls struct ChanceEffect { Float Chance Record Sound Sound Record SpecialEffect Effect } Bit(Struct ChanceEffect) CreateFranchise Struct CauseUnhappinessData { Float Chance Int Timer Int Amount Record Sound Sound Record SpecialEffect Effect } Bit(Struct CauseUnhappinessData) CauseUnhappiness Bit(struct SoundAndEffect) ConductHits Bit(struct ChanceEffect) BioTerror Bit(struct ChanceEffect) NanoTerror Bit(struct ChanceEffect) Plague Struct SlaveRaidsData { Float Chance, DeathChance Int Timer, Amount Record Sound Sound Record SpecialEffect Effect } Bit(Struct SlaveRaidsData) SlaveRaids Struct SoundAndEffect { Record Sound Sound Record SpecialEffect Effect } Bit(struct SoundAndEffect) SettlerSlaveRaids Bit(struct SoundAndEffect) SlaveUprising Bit(struct SuccessDeathEffect) UndergroundRailway Bit VictoryEnslavement Bit DefuseLandMines Bit DefuseSeaMines Bit DefuseXrayMines Bit(struct SoundAndEffect) IndulgenceSales Bit(struct SuccessDeathEffect) ConvertCities Bit BuildXrayMines Bit BuildWonder Record Government[] GovernmentType Bit NoSlaves Bit CreateRift Bit CanCloak Bit HiddenNationality // future use for Civ3 like trait maybe same as Cloak? Bit SneakAttack // Can attack without war declared Bit SneakPillage // Can Pillage without war declared Bit SneakBombard // Can Bombard without war declared Bit ParatrooperTransport Bit CantBuild Struct PlantNukeData { Float Chance, EscapeChance Record Sound Sound Record SpecialEffect Effect } Bit(Struct PlantNukeData) PlantNuke Bit IsTelevangelist Bit(struct SoundAndEffect) CanSoothsay Bit CanBeRustled Bit(struct SoundAndEffect) CreateParks Bit (struct SoundAndEffect) CanInjoin Bit WormholeProbe Bit HasBonusFood Bit LandCityCanBuild Bit SeaCityCanBuild Bit SpaceCityCanBuild Bit IsSpecialForces // EMOD Bit IsPeaceKeeper // EMOD Bit IsGuerrilla // EMOD Bit IsWorker // Future use -- with TerrImp flag NeedsWorker to limit certain imps or Civ3-like mods Bit NotAffectedByLandMines Bit InternalReserved Bit DeathEffectsHappy Bit EnableCarrierDefenses Bit ActiveDefenseOnlyWhenCarryingEnablers Bit BuildingRemovesAPop Bit(Int) PopCostsToBuild // Added for future use to deduct more than one pop for units Bit Explodes Bit Advertise Bit CanRustle Bit OnlyBuildOne Bit CanExpel Bit(struct SoundAndEffect) CanReform Bit CanPillage Bit CanPirate Bit CanCaptureTile // change ownership of tile Int ReducesDefensesBonus = 0 // FU #uint32 visibility_classes; Bits VisionClass { Standard, Underwater, Stealth, UnusedBit3, UnusedBit4, UnusedBit5, UnusedBit6, UnusedBit7, UnusedBit8, UnusedBit9, UnusedBit10, UnusedBit11, UnusedBit12, UnusedBit13, UnusedBit14, UnusedBit15 } #uint32 visibility_abilities; Bits CanSee { Standard, Underwater, Stealth, UnusedBit3, UnusedBit4, UnusedBit5, UnusedBit6, UnusedBit7, UnusedBit8, UnusedBit9, UnusedBit10, UnusedBit11, UnusedBit12, UnusedBit13, UnusedBit14, UnusedBit15 } # uint32 attackFlags; Bits CanAttack { Land, Sea, Air, Mountain, Trade, ShallowWater, Space, Underwater } Struct CargoData { Int MaxCargo Record Sound Load Record Sound Unload } Bit(Struct CargoData) CargoData Int ShieldCost Int PowerPoints Int MaxHP Float MaxHPr = 1.0 Float Attack Float Defense Int Firepower Int ZBRangeAttack Float Armor Bit(Int) BRange Bit (Int) BRadius Int VisionRange Int ActiveDefenseRange Bit (Int) ElectronicCombatFactor Float MaxMovePoints Int MaxFuel Bit(Int) TransType Bit(Int) ProbOfBombHit Bit(Int) BombRounds Int ShieldHunger Int FoodHunger Int GoldHunger = 0 // Add for future possibility of gold cost per turn per unit Record Sprite DefaultSprite Bit(Int) LaunchPollution Bit(Int) DeathPollution Bit(Float) MountedBonus Bit(Float) AirBonus Bit(Float) WoodenShipBonus Bit(Float) AttackCityBonus Bit(Float) AttackBonusSubmarine Bit(Float) FootBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) SiegeBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) WheeledBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) MechanizedBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) HelicopterBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) SpecialForcesBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) CivilianBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) GuerrillaBonus // added by E for additional battle modifiers Dec-31-2005 Bit(Float) AgainstMountedBonus Bit(Float) AirDefenseBonus Bit(Int) CargoModule Bit(Float) SpyVsSpy Struct InvestigateCityData { Float Chance, EliteChance, DeathChance } Bit(Struct InvestigateCityData) InvestigateCity Bit(Int) BonusFood #uint32 govs #Record Government[] Govs Bit(Int) BombardRange struct RevolutionData { Record Sound Sound Record SpecialEffect Effect } Bit(struct RevolutionData) Revolution Record Sound SoundSelect1 Record Sound SoundSelect2 Record Sound SoundMove Record Sound SoundAcknowledge Record Sound SoundCantMove Record Sound SoundAttack Record Sound SoundWork Record Sound SoundVictory Record Sound SoundDeath Record Sound SoundLoad Record Sound SoundUnload # This doesn't need to be here any more. Record SpecialAttackInfo[0..8] SpecialAttacks Bit(Float) CityGrowthCoefficient # uint32 userFlags Bits UserFlags { UF1, UF2, UF3, UF4, UF5, UF6, UF7, UF8, UF9, UF10, UF11, UF12, UF13, UF14, UF15, UF16, UF17, UF18, UF19, UF20, UF21, UF22, UF23, UF24, UF25, UF26, UF27, UF28, UF29, UF30, UF31 } Record Icon DefaultIcon Bit NoIndex Bit (int) CheatIndex StringId Description Bit (StringId) Advice StringId Category Bit GLHidden Bit CantMove // set this flag for units that non-evil AI's should not attack Bit Civilian Bit NoBarbarian // Added by tombom Bit GoodyHutExcluded // Prevents Some Units from appearing by E Bit CanHarvest // Added by E to add Gold and Shields from terrain Bit CantGroup // For future use to make solo moving units Bit SpawnsBarbarians // Entrenched unit spawns barbs in foreign territory Bit CanSinkInSea // to implement ConstDb Chance_lost_at_sea Bit Leader // Special "king" unit #Energy Code Int EnergyHunger = 0 Int ProducesEnergy = 0 }
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