AGE:Main Dat File, Units Information

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Information about the unit attributes in Advanced Genie Editor. Please edit this list if you see any improvements you could make.

Contents

Display Name

  • Number refers to string in language dll file.
  • Change to 5000, 65535 or -1 to blank it out (any number that doesn't specify a string in the language file will work).
  • When blank the game will display the unit's internal name for some purposes and a default string (such as "%s") for others.

Creation String

  • Refers to string in language dll file.
  • Change to 5000, 65535 or -1 to blank it out (any number that doesn't specify a string in the language file will work).
  • When blank the game will display a default string ("More dock items").

Class

  • Possibly has effects on what options below a unit can use.

Standing Graphic

  • Specifies the animation loop that the unit shows when idling. Set to -1 for no graphic (will make unit unselectable with mouse).

Dying Graphic

  • Specifies the animation that the units plays when dying. Set to -1 for no graphic.

Death Mode

When set to "Dies" the unit becomes the unit specified in its Dead Unit ID on death. When set to "Revives" it produces an immortal, immovable unit.

Hit Points

  • Very obvious, the amount of damage a unit can take before dying.

Line Of Sight

  • The radius of fog of war around it that the unit removes.

Garrison Capacity

  • How many other units the unit can hold inside. Note that only buildings and rams can garrison units. The unit types that a building can garrison depends on the Garrison Type attribute.

Size Radius

  • The amount of space on the map the unit takes up.

HP Bar Height

Determines how high the object's hp bar is.

Train Sound

  • The sound made when the unit is created. Set to -1 for no sound.

Dead Unit ID

  • The unit spawned after the unit loses all its HP. Set to -1 for no dead unit. Set to the unit's own ID to create an infinitely respawning unit.

Placement Mode

  • Unknown

Air Mode

  • Unknown, possibly related to projectiles.

Icon ID

  • The ID of the icon graphic the unit shows when selected.

Hide in Editor

  • Toggles whether the unit is displayed in the scenario editor. In most cases you will want this off.

Unknown 1(short)

  • Unknown

Direct Unit Input []

  • Unknown

Available Without Techage

  • If on the unit can be trained without requiring a techage enabling it researched.

Bypass Terrain

  • Unknown

Placement Terrain

  • Unknown

Editor Radius

  • Presumably related to how the unit can be placed in the scenario editor, or how close other units can be placed to it.

Building Mode

  • Unknown

Visible In Fog

  • Presumably affects whether enemies and allies without cartography can see where they last saw the unit in the fog of war. Generally buildings are visible in the fog, units are not.

Terrain Restriction

  • The terrains a unit can move over.
  • Set to 0 for no terrain restriction.
  • A full list of terrain restrictions is as follows:
  1. Overland (cannot be placed and move on ice)
  2. Shoreline
  3. Waterborne (cannot be placed on ice) (splash type = 1)
  4. Overland (cannot be placed but can move on ice)
  5. All Restriction
  6. Waterborne (can be placed but cannot move on ice)
  7. Overland
  8. Overland (cannot be placed on ice)
  9. = 5
  10. = 8
  11. = 8
  12. No Restriction (passing terrains = explosion sound effect)
  13. Waterborne (cannot be placed on ice) (splash type = 2)
  14. No Restriction?
  15. = 3
  16. Grass 1 & Shoreline only
  17. No Moving Restriction, but can only be placed on water
  18. No Restriction (passing terrains = projectile? + splash?)
  19. Waterborne (cannot be placed on ice)
  20. Overland (snow track = wagon track)
  21. Waterborne (shallow restriction on)

(credit to scenario_t_c aka Trisolo from the AOKH forums for this list)

Fly Mode

  • Possibly related to the bird, beta flying wolf and stormy dog units.

Resource Capacity

  • Presumably the amount of resource a source carries or is displayed to carry.

Resource Decay

  • Presumably related to how much a resource amount decays in hunted animals.

Unknown 4 (byte)

  • Unknown

Interaction Mode

  • Unknown

Minimap Mode

  • Unknown

Command Attribute

  • Sets the advanced options available for a unit, and what text is displayed when you hover over it.
3 for villager
4 for military unit
6 for monk
  • Note that unit abilities must be modified as well in order for a unit to behave like a villager or a monk.

Unknown 5 (short)

  • Unknown

Language Help

  • Unknown

Hotkey

  • Unknown

Unknown 6 (byte)

  • Unknown

Selection Mask

  • Unknown

Unknown 7 (byte)

  • Unknown

Selection Shape

  • Unknown

Unit Attribute

  • Unknown

Civilization

  • Unknown

Unknown 8 (byte)

  • Unknown

Selection Effect

  • Unknown

Unknown 9 (byte)

  • Unknown

Selection Radius

  • Unknown

Storage

  • How much resource a unit "stores": related to population.
  • First number specifies resource.
  • Second number specifies amount
  • Third number specifies whether resource slot is used.

Damage Graphics

  • Specifies graphics that are placed on a unit as it is damaged.
  • Used for fires on buildings and siege weapons.

Graphic ID

  • The ID number of the graphic displayed.

Percent

  • At what percent damage the graphic takes effect.

Unknown 1

  • Unknown

Selection Sound

  • ID of the sound that plays when the unit is selected. Set to -1 for no sound.

Dying Sound

  • ID of the sound that plays when the unit dies. Set to -1 for no sound.

Attack Sound

  • ID of the sound that plays when the unit is attacking. Set to -1 for no sound.

Name

  • The internal name of the unit. Is only displayed in game if the Display Name atrribute does not refer to a valid string in the language file.

Movement Speed

  • The speed of the unit in tiles per second.

Walking Graphic

  • ID of the animation that plays when the unit is walking. Set to -1 for no graphic.

Rotation Speed

  • The speed at which the unit changes direction.

Unknown 12 (byte)

  • Unknown

Tracking Unit

  • Unknown

Track Unit Used

  • Unknown

Unknown 14 (float)

  • Unknown

Unknown 15 (float)

  • Unknown

Unknown 16 (byte)

  • Unknown

Sheep Conversion

  • Specifies whether the unit can be converted by simply standing units next to it.
  • Note that the Celts have a bonus that makes their units especially resistant to this type of conversion.

Search Radius

  • The radius around the unit that it "searches" for enemy units to attack.
  • May also affect the area around the unit in which turkeys and sheep are converted.

Work Rate

  • Affects a number of things such as trebuchet pack time and monk healing. Is dependent on the unit.

Drop Site

  • The unit ID of the unit at which the unit will drop resources it is carrying.

Villager Mode

  • If on then the unit will change into a villager when assigned villager tasks. Best turned off, even for villager-based units.

Move Sound

  • Presumably the sound played when the object is issued an order.

Stop Sound

  • Presumably the sound played when the object is commanded to stop.

Unknown 19 (byte)

  • Unknown

Unknown 20 (short)

  • Unknown

Attack Data

  • "Class" is attack type.
  • "Amount" is damage dealt.
  • No attack can do less than 1 damage.

Armour Data

  • "Class" is attack type.
  • "Amount" is damage subtracted.
  • No attack can do less than 1 damage; if a unit has no specified armour against an attack it will do 1 damage.

Unknown 21 (short)

Max Range

  • The distance an object can attack from in tiles.

Blast Radius

  • Units with blast radius will damage all units within that radius, including allies and units that can't usually be attacked.

Reload Time

  • The time delay between attacks.

Projectile Unit ID

  • The unit ID of the projectile the unit fires when it attacks.
  • Units that are not projectiles will not work.

Accuracy Percent

  • How accurately a unit fires its projectile.

Unknown 22 (short)

  • Unknown

Delay

  • Presumable the delay before the projectile is fired.

Graphic Displacement

  • Unknown

Unknown 23 (byte)

  • Unknown

Minimum Range

  • The range in tiles within which the unit cannot attack.

Garrison Recovery

Attack Graphic

  • The ID of the animation loop that plays while the unit is attacking.

Displayed Armour

  • The armour value displayed ingame when the unit is selected.
  • Buildings do not display an armour value.
  • If the armour value is lower than actual armour it will appear as
{ (displayed armour) + [ (actual armour) - (displayed armour) ] }

Displayed Attack

  • The attack value displayed ingame when the unit is selected.
  • If the attack value is lower than actual attack it will appear as follows:
{ (displayed attack) + [ (actual attack) - (displayed attack) ] }

Displayed Range

  • The range value displayed ingame when the unit is selected.
  • If the range value is lower than actual range it will appear as follows:
{ (displayed range) + [ (actual range) - (displayed range) ] }


Stretch Mode

  • Unknown

Compensation Mode

  • Unknown

Drop Animation Mode

  • Unknown

Penetration Mode

  • Unknown

Unknown 24a (byte)

  • Unknown

Unknown 25a (byte)

  • Unknown

Cost

  • How much resource a unit costs to create at a building.
  • First number specifies resource.
  • Second number specifies amount
  • Third number specifies whether resource slot is used.

Train Time

  • How long the object takes to train at a building in seconds.
  • Note that this is affected by the building's work rate as well.

Train Location

  • The building where the object is trained at.
  • Note that the unit must either be made "available without techage" or research and techage slots must be created to enable the unit in order for it to be trainable.

Button ID

  • What button the object uses in a building.

Page 1:

Decimal:
+------------------------+
| 01 | 02 | 03 | 04 | 05 |
|----|----|----|----|----|
| 06 | 07 | 08 | 09 | 10 |
|----|----|----|----|----|
| 11 | 12 | 13 | 14 | 15 |
+------------------------+

Page 2 (used by dock only):

Decimal:
+------------------------+
| 21 | 22 | 23 | 24 | 25 |
|----|----|----|----|----|
| 26 | 27 | 28 | 29 | 30 |
|----|----|----|----|----|
| 31 | 32 | 33 | 34 | 35 |
+------------------------+

Note: Enabling page-changing functions is still unknown.

Unknown 24b (byte)

  • Unknown

Unknown 25b (short)

  • Unknown

Unknown 26 (byte)

  • Unknown

Unknown 27 (byte)

  • Unknown

Hero Mode

  • If checked the unit is displayed in "Others" tab in editor if a building (Type 80) and the "Heroes" tab if a unit (Type 70).
  • If checked the unit will gradually regenerate health and be immune to conversion by monk-type units.

Garrison Graphic

  • Unknown

Missile Duplication Amount

  • How many missiles are shot in addition to the one specified at Missile Unit ID.

Missile Duplication Unknown

  • Variables affecting type of missile duplication, precise mechanics unknown.

Missile Duplication Unit

  • The projectile unit that is duplicated.

Missile Duplication Graphic

  • Unknown

Unknown 28 (byte)

  • Unknown

Displayed Pierce Armour

  • The pierce armour value displayed ingame when the unit is selected.
  • Buildings do not display an pierce armour value.
  • If the pierce armour value is lower than actual pierce armour it will appear as
{ (displayed pierce armour) + [ (actual pierce armour) - (displayed pierce armour) ] }

Construction Graphic

  • Graphic ID of a building while it is being constructed.

Snow Graphic

  • ID for snow effect added to building when placed on snowy terrain.

Unknown 29 (short)

  • Unknown

Unknown 30 (short)

  • Unknown

Stack Unit

  • Unknown

Terrain

  • Terrain produced under building.

Unknown 31 (short)

  • Unknown

Completion Research

  • Research ID of technology researched on building's construction.

Unknown 32 (byte)

  • Unknown

Annex Unit

  • Misplacement-One
  • Misplacement-Two

Head Unit

  • Unknown

Transform Unit

  • Unit that a trebuchet-type unit transforms into.

Unknown 33 (short)

  • Unknown

Construction Sound

  • Presumably ID of sound played when building is constructed.

Garrison Type

  • Type of units building can garrison.
  • It is doubtful this has any affect on ram garrisoning, rams only garrison infantry.
  • Garrison types are as follows:
0. None
1. Villager
2. Infantry
3. Villager + Infantry
4. Cavalry
5. Cavalry + Villager
6. Cavalry + Infantry
7. Cavalry + Infantry + Villager
8. Monk
9. Monk + Villager
10.Monk + Infantry
11.Monk + Infantry + Villager
12.Monk + Cavalry
13.Monk + Villager + Calvalry
14.Monk + Cavalry + Infantry
15.Monk + Villager + Infantry + Cavalry

(credit to scenario_t_c aka Trisolo from the AOKH forums for this list)

Garrison Heal Rate

  • Presumably affects the heal rate of garrisoned units.

Unknown 34 (long)

  • Unknown

Unknown 35 (short)

  • Unknown

Unknown 36 (byte)

  • Unknown
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