Column |
Explanation |
A:
Class |
This is the name of the class. It is used in
the units.csv file. Each unit in the game has an assigned
class. |
B:
Type |
This determines what type of unit this is referring to.
The following values are valid:
0 = Infantry
1 = Cavalry
2 = Artillery
3 = Ordnance
4 = Courier
Note that we only have 1 type of division, corps, and army
commander. They must be set to infantry. You cannot create
an artillery division commander. You can create an artillery,
cavalry, or infantry brigade commander.
|
C:
Alt Class |
This is used for limbered artillery and dismounted
cavalry, as well as when guns are captured. The internals
of the program know to switch the class to the alt class when
certain functions are called or certain events occur. This
is just another class name. When the class switch is needed
the referenced unit switches to using the alt class. |
D:
Capt Class |
This is the class that is used when the unit
is captured. This is used for artillery only. |
E:
March Speed |
This is the number of yards per second that
this unit can march. This can be a float value. |
F:
Run Speed |
This is the number of yards per second that
this unit can run. This can be a float value. |
G-L:
Unitform 1-6 |
This are the sprite set names from unitsprite.csv.
You can have up to 6 different uniforms in the same unit.
The program will randomly assign these. You must fill them
in sequentially. You cannot have a name in just 1 and 3. You
must fill in 2 as well. It is recommended that if you use
the same sets of multiple uniforms for many different classes,
that, if possible, you put a common sprite set as uniform
1. The low video setting of the program will just read uniform
1 so as to reduce the memory load of the program. This is
nullified if all of the uniforms are referenced in uniform
1, because then they are still loaded and still take up memory. |
M:
march sound |
This is a looping sound from gamesounds.csv.
It is played while this unit is marching. |
N:
stand sound |
This is a looping sound from gamesounds.csv.
It is played while this unit is standing still. |
O:
shoot sound |
This is a looping sound from gamesounds.csv.
It is played while this unit is firing their weapons. |
P:
run sound |
This is a looping sound from gamesounds.csv.
It is played while this unit is running. |
Q:
charge sound |
This is a looping sound from gamesounds.csv.
It is played while this unit is charging the enemy. |
R:
melee sound |
This is a looping sound from gamesounds.csv.
It is played while this unit is engaged in melee combat. |
S:
flag bearer |
This is the sprite set for the flag bearer from
unitsprite.csv. This 1 sprite in a formation can have
their own sprite set. Currently we don't really use this feature
because we couldn't get the flag staff to line up with the
flag. You can put whatever you want here, you can make this
a regimental officer sprite if you wish. |
T:
toolbar |
This is the toolbar name from toolbar.csv.
This is the toolbar that is shown when this unit is under
your control. |
U:
friendly toolbar |
This is the toolbar name from toolbar.csv.
This is the toolbar that is shown when this unit is in your
army but not under your control. |
V:
enemy toolbar |
This is the toolbar name from toolbar.csv.
This is the toolbar that is shown when you click on a flag
from the enemy army. |
W:
fighting formation |
This is the formation name from formation.csv
that is used by the AI as the default formation to use when
fighting. |
X:
march formation |
This is the formation name from formation.csv
that is used by the AI as the default formation to use when
marching. |
Y:
Melee Hit |
This is the change out of 1000 of successfully
getting a kill when fighting in melee combat. This value will
be modified by the levels.csv file based on the skills
and experience of the unit. So this value should be the base
for green unskilled troops. We keep this value pretty low,
since each sprite represents multiple men. If this value is
too high, melee would be over instantly. |