What putting a semicolon into your code will do is tell the game to ignore the rest of that line. As a general rule, if you see a file which references units and no underscores are used, then you must use the type name.ĭictionary – This line defines the unit’s other name, which is the name used in some other applications, including creating unit cards. Each one is used in different applications but the names are usually identical, except for where the type line uses spaces, the dictionary line uses underscores. Note that there are two internal lookup names, the other one being defined by the dictionary line.
Type – This line defines the unit’s internal lookup name, which is the name that the game uses in its files whenever it refers to a unit. It is not essential for anyone to know what each line does but it helps. This part is intended to be more of a reference than anything else. This guide is mainly a line-by-line breakdown, with a brief final section about the file and its limitations. In reality, the file is simple once it gets broken down with each line being analysed. Stat_mental 11, impetuous, highly_trained Stat_sec 13, 3, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1 Stat_pri_attr spear, long_pike, spear_bonus_8 Stat_pri 14, 4, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1 Here is the code which defines Swiss Pikemen: type Swiss PikemenĪttributes sea_faring, hide_forest, very_hardy, can_withdraw, pikeįormation 1.2, 1.2, 2.4, 2.4, 8, square, phalanx We will be using Swiss Pikemen as our example. Here you will find the definitions that tell the game about all of the different soldiers and ships that you will encounter. A good starting point is theĮxport_descr_unit file, or EDU. Once you have successfully unpacked the game’s files, you may be wondering where to begin.
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