Thanks to Mandalorian who found most of these....
Quote: - Unit Types - Quote: Entry in the Language file. Quote: 1st & 2nd values are the creation entries in the Launguage.dll. Quote: Number of the graphic, in graphic texts. Quote: Number of the graphic, in graphic texts. Quote: Physics of the unit. (How big it is, how far from the center Blaster bolts hit.) Quote: Number of the sound, in the sound.txt. Quote: The unit this unit will turn into when killed. Quote: 0= In the editor, 1= Not in editor. Quote: 5th value: Isolates the terrain the unit can travel on(colo & opee, only deepwater.) Quote: Size in the Scenario Editor. Quote: On buildings, 0 = cannot research or build units, 3 = It can. Quote: Isoloates the terrain the unit can "walk" on. Haven't complete isoloated the effects. Quote: Whether or not the unit "flies" (passes over all terrian). Quote: On workers, the amount of resources they can carry. Quote: On buildings, 5th value is what page in the worker interface Quote: 18th Value: Oulines Quote: 21st Value: Attributes of the Unit Quote: 22nd Value: Civ that gets this unit in the Scen. Editor Quote: 1st Value: Size of slection ring/box. Quote: On RESOURCES, the type of resources this RESOURCE holds. Quote: On RESOURCES, the amount of resources this RESOURCES has. On BUILDINGS, how much population they support. Quote: How much of your population this unit occupies. Quote: This is linked to the unitline.txt file. Quote: Minumum tech level for this unit. Quote: Number of the graphic, in graphic texts. Quote: 1st value: Rate used for many units, recovery for a Jedi after Turning, Cannon unpack, etc. Quote: Number of the sound, in the sound.txt. Quote: Number of the sound, in the sound.txt. Quote: The number of Class/Data Pairs for "civ_*_unit_****_attack_data:". Quote: The ATTACK data of that unit. Class then data, in pairs. (All other classes get ADDED to the 3 and 4.) Quote: The number af Class/Data Pairs for "civ_*_unit_****_armour_data:". Quote: The ARMOR of that unit. Class then data, in pairs. (All other clases get ADDED to 3 and 4.) Quote: 1st value: Range, 3rd value: Attack Reload 1.(for buildings.) Quote: BUILDING anti-air projectile. Quote: Percentage it hits it's target(Buildings.) Quote: Some projectile interaction with units Quote: 1st Value: Maximum Range, 2nd Value: Blast Radius Quote: The Percent Accurracy of this UNIT's attacks against stationary targets. Quote: 2nd Value: Delay after graphics to create the projectile. Quote: The point at which to create the projectile (XYZ). Quote: More projectile and range data. Quote: 1st value: minimum Range, 2nd value: By how much it misses it target(Buildings.) Quote: Contains Armor displayed, and two unknowns. Quote: 1st value: Line of sight, 2nd value: Attack reload 2(buildings.) Quote: Cost of the building. There costs, three numbers per cost. Quote: Button slot on the interface of the unit, or building, that creates this unit. Quote: Graphic number for the garrison tag above the unit. Quote: 1st value: Projectile of building's attack against ground forces. Quote: 1st Value Attack displayed. Quote: Number of the graphic, in graphic texts. Quote: - Resources Types - Quote: Used=1, unused=0 Quote: 1st value: Where unit is created, 2nd value: Button slot. Quote: Hero data. Quote: 2nd Value: The garrison tag above the unit. Quote: 1st Value: For Fortress, the unit to use after it's built. Quote: 2nd value: Number of the Terrain around this unit after creation. Quote: For gates, this places the end pieces of the gate. It is another unit, placed with this unit. Quote: For Fortress, The next tech level fortress. Quote: This is where to place the above unit. Quote: For gates, this places the end pieces of the gate. It is another unit, placed with this unit. Quote: This is where to place the above unit. Quote: For gates, this places the end pieces of the gate. It is another unit, placed with this unit. Quote: This is where to place the above unit. Quote: For gates, this places the end pieces of the gate. It is another unit, placed with this unit. Quote: This is where to place the above unit. Quote: 1st Value: For common buildings the build unit. Quote: 2nd Value: For Cannons, the unit it will turn into after deploying/undepolying. Quote: 2nd Value: For gates which unit is the open gate. Quote: BUILDING garrison type. Quote: The rate UNITS heal when garrisoned in this BUILDING. (Hit Point's per second of game time.) Quote: This is always 0, not used. Quote: This is always -1, not used.
Mod Installer by Mace
Genied 1 by Ykkrosh.
Genied 1(alt) by Ykkrosh. Alternate version.
Genied 2 by Ykkrosh, enhanced by Scenario TC of AOKH.
Graphic & Icon listings by ???????.
DRS original by Ykkrosh.
DRS 2 by Ykkrosh.
Resource Hacker by ???????
OCX files: place these in your system32 folder.
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10 Non-Selectable objects
20 Effects
30 Some effects and dead units
60 Projectiles
70 Units
80 Buildings
3rd value: Unit class(see below)
- Unit Classes -
01 Bantha/Nerf
04 Huntable Animals (Passive)
05 Predator
06 Wall
07 Farm
08 Gate
09 Anti-Air Turret
0a Turrets
0b Artillery Ship
0d Destroyer
0e Utility Trawler
0f Frigate
10 Anti-Air Ships
11 Transport Ship
12 Building
14 Projectiles, Dead Units, Effects
15 ENGINE HOLD THIS (No idea what it is, but, unit 826 is the only one of this class.)
16 Cliff
17 Fish
19 Shore Fish
1a Flags
1b Forage Bush
1c Holocron
1d Nova Deposite
1e Ore Deposite
1f Carbon Deposite
20 Artillery
21 Anti-Air Mobile
22 Packed Cannon
23 Pummel
24 Unpacked Cannon
27 Frigate
28 Anti-Air Ship
2a Unselectable Objects
2b Bomber
2c Bounty Hunter
2d Trade Unit
2e Non-Attacking Trooper
2f Scout
30 Air Craft
31 Grenade Trooper
32 Jedi/Sith
33 Jedi/Sith With Holocron
34 Laser Trooper
35 Mech
36 Medic
37 Anti-Air Trooper
38 Mounted Trooper
39 Mobile Shields
3a Worker
3b Air Transport
3c Huntable Animals (Agressive)
3d Power Droid
3e Air cruiser
3f Geonosian Warrior Class
40 Jedi Starfighter
1st Value: Left and Right
2nd Value: Forward and Backward
3rd Value: Hight Of the Hp Bar
Sounds to be used by this unit when it is placed in the Scenario Editor, or created.
The line -1 0 2 35 1 4 makes the shipyard buildable by the shore, in shallow water(35)
1st Value: Left and Right
2nd Value: Forward and Backward
3 = All waterways
13 = All waterways
27 = Deep Water
31 = Medium water
32 = Lava
30 = Lava
0 Walking (Limited to "walkable" terrian.)
1 Flying (Over ALL terrian types.)
it will appear.(02 = 1, 0a = 2, ob = 3.)
01 Draws outlines of this unit when it is behind a unit that has "02".
02 Units that with "01" standing behind this unit have outlines drawn.
Contains data regarding Special abilities of units (SHIELDS, DETECTOR, STEALTH), Garrison Display, and the Civ it appears for in the Scenario Editor, whether the unit has a circle or a square when slected, the drawing of the outline when a unit is behind it.
01 Garrison holding ability
20 Biological
10 Mechanical
40 Self Shielding
04 Stealth
08 Detector
0c Steath and Detector
(Example: A unit with Stealth, Detector, and Shielding: Bio: 6c Mech: 5c)
- Civ Numbers -
00 NATURE (ALL)
01 Empire
02 Gungans
03 Rebels
04 Naboo
05 Trade Federation
06 Wookiees
07 Confederacy
08 Republic
2nd Value: How high above the unit the Hp bar is
2nd Value: Rate (Used for Cargo HoverCraft, Workers, Utility Trawlers, and Animal Nurseries.)
3 Base (Ranged - Use this one if the unit is a Ranged unit)
4 Base (Melee - Use this number if the unit is a Melee unit)
....
- Armor/Attack -
0 Fighters
2 Hvy Weapons
5 Bounty Hunters
6 Mechs
11 Buildings
14 Troopers
15 Mounted Troopers
19 Workers
23 Air Cruisers
30 Jedi/Sith
3 Dura (Base)
4 Melee (Base)
1st Value: Used to strech the projectile out, like the Decimator's.
2nd Value: Whether or not a projectile will compensate for movement. (0 No, 1 Yes)
3rd Value: Display of animation when this projectile hits it's target.
4th Value: Whether or not this projectile passes through it's target. (0 No, 1 Yes)
Relitive to the dirrection the unit is facing.
1st Value: Left and Right, 2nd Value: Forward and Backward, 3rd Value: Up and Down
1st Value: Minimum Range, 2nd Value: The amount by which a unit misses
2nd Value: Armor displayed. 3rd value: DuraArmor displayed.
1st(4th & 7th) Value: Type
2nd(5th & 8th) Value: Amount
3rd(6th & 9th) Value: Used (Yes: 1, No: 0)
10th Value: Time in game seconds required to build this building.
11th value: What unit, or building, that builds this unit.
2nd value: The graphic number of the foundation to be used during construction.
0 Food
1 Carbon
2 Ore
3 Nova
1st value: There is either a 2, 3, 4, or 5 here. (I don't yet know what they do, it's on my to do list).
If you add 256 to what ever number is here, this unit is a Hero.
7 = Bunker, 11 = Turret, Command Center, 15 = Fortress, 16 = Animal Nursury.