External Download Link:
For people who cannot run the program, try downloading the Page 1 01 | Page 2 21 | [This message has been edited by scenario_t_c (edited 02-05-2006 @ 08:45 AM).]
Control what kinds of commands the unit has.
Controls whether the unit is a hero or not. (self-recover, unconvertible, display under "hero" tab)
Control how fast the unit recovers when garrison in a building, or how fast the building heals the unit.
Controls which kinds of unit the building will accept to garrison. 15 for castle, 11 for towers and town center.
1 for West and East, 2 for North and South.
1 = Displayed, 2 = Not Displayed, 6 = Building.
0 = Displayed, >
You should input sound slot ID here instead of SLP number.
You should input graphic slot ID here instead of SLP number.
Controls whether a unit can be seen under fog of war. (For buildings, this only applies on the situation before they are spotted.)
Controls how many resource a worker can carry at a time.
Controls how fast a unit or a building works in tasks such as producing units or collecting resources.
Population = Both Current Figure and Capacity.
On = >
For birds, control whether their graphics stick to the ground or not.
Set to 0 for no terrain restriction.
Ranged from 1 to 100.
1 for West and East, 2 for Forward and Backward, 3 for North and South.
Unit ID for the building that trains this unit / the unit that builds this building. However, making a unit trainable / a building buildable needs tech-editing.
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06 |
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11 |
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26 |
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31 |
For Trebuchets only, control the unit/building it will change into.
If you want to make an attack strength affect unit X, just give unit X a corresponding armour strength.