Age of War - Unit Data Lay-outs - by Taichi San:                
This file will give examples of Unit Data lay-outs, remember this is in beta stage and alot things can be changed.          
The purpose of this style is to run the game with classic constants meaning Data Type + Value's.            
                   
                   
Unit Data:                  
Data Function: Data: Type: Points To: Explanation          
UNIT_ID [Value] Short Client Unit ID          
INT_NAME_LENGTH [Value] Short   Internal Game Name length          
INT_NAME [Text] Text   Internal Game Name          
CREATION_STRING [Text] Text Game Texts File Unit Creation Info          
TOOLTIP_ID [Text] Text Game Texts File Tooltip Info          
GAME_NAME_LENGTH [Value] Short   Game Name Length          
GAME_NAME [Text] Text   Unit Name, displayed in the game          
UNIT_CLASS [Value] Short Unit Classes File Unit's Game Class, See Unit Classes.txt in the future for all classes        
UNIT_ATTRIBUTE [Value] Short Unit Attributes File In-Game Unit Attribute, yet to be thought out          
EXTRA_COMMANDS_AMOUNT [Header] Byte   Number of Extra unit commands, this special feature is to add extra game function buttons to units outside of a unit class  
COMMAND [Value] Short Game Button Data ID of the extra game function button, example, ID 1 Means Stop Button, ID 7 could be Open/Close Gate Button    
UNIT_COMMAND_ID [Value] Short Unit Command Slot ID Unit Command Slot ID, Working with ID's makes it nolonger nessesary to be required to link each unit to a slot    
GRAPHIC_STAND [Value] Short Graphic Slot ID Unit Standing Graphic ID          
GRAPHIC_MOVE [Value] Short Graphic Slot ID Unit Movement Graphic ID          
GRAPHIC_RUN [Value] Short Graphic Slot ID Unit Running Graphic ID          
GRAPHIC_DIE [Value] Short Graphic Slot ID Unit Dying Graphic ID          
GRAPHIC_DAMAGE_25% [Value] Short Graphic Slot ID Unit Damage Graphic ID 25% Damage          
GRAPHIC_DAMAGE_50% [Value] Short Graphic Slot ID Unit Damage Graphic ID 50% Damage          
GRAPHIC_DAMAGE_75% [Value] Short Graphic Slot ID Unit Damage Graphic ID 75% Damage          
GRAPHIC_GARRISON [Value] Short Graphic Slot ID Garrison Graphic ID slot, example: a flag          
SOUND_TRAINED [Value] Short Sound Slot ID Sound when unit is trained          
SOUND_ATTACKED [Value] Short Sound Slot ID Sound when unit gets attacked          
SOUND_SELECT [Value] Short Sound Slot ID Sound when unit gets selected          
SOUND_DIE [Value] Short Sound Slot ID Unit Death Sound          
SOUND_MOVE [Value] Short Sound Slot ID Move command sound          
SOUND_STOP [Value] Short Sound Slot ID Stop Button command sound          
UNIT_SIZE_HEIGHT [Value] 32-Bit   Unit Size Height          
UNIT_SIZE_WIDTH [Value] 32-Bit   Unit Size Width          
EDITOR_SIZE_HEIGHT [Value] 32-Bit   Editor Size Height          
EDITOR_SIZE_WIDTH [Value] 32-Bit   Editor Size Width          
SELECTION_SHAPE_USED [Value] Byte   0=No, 1=Yes          
SELECTION_SHAPE_HEIGHT [Value] 32-Bit   Selection Shape Height          
SELECTION_SHAPE_WIDTH [Value] 32-Bit   Selection Shape Width          
SELECTION_SHAPE_TYPE [Value] Byte   0=Rectangle, 1=Circle (There can be more ofc like triangle)        
SELECTION_SHAPE_COLOR [Value] Byte Palette Color Index ID Palette entry ID is used as color          
HP_BAR_HEIGHT [Value] 32-Bit   Height of the Hit Points Bar          
HP_BAR_VISIBLE [Value] Byte   0=Hidden, 1= Visible          
UNIT_SELECTION [Value] Byte   0=Disabled, 1=Enabled info: Makes it possible to select an object or not        
UNIT_MOVEMENT [Value] Byte   0=Disabled, 1=Enabled info: Allows you to give a movement command or not        
MOVEMENT_SPEED [Value] 32-Bit   Movement speed = game tiles per second          
LIFE [Value] Long   Life points amount          
VISION [Value] 32-Bit   Line of Sight          
VISION_NIGHT [Value] 32-Bit   Line of Sight in night mode          
VISIBLE_ON_EXPLORED_AREA [Value] Byte   0=No, 1=Yes Example: Trees are visible on explored area but units are not        
DEATH_MODE [Value] Byte   0=normal, 1=like trees          
GARRISON_CAPACITY [Value] Short   Maximum garrison capacity amount          
GARRISON_HEAL_RATE [Value] 32-Bit   Regenerated HP per game second when garrisoned        
GARRISON_SPEED_BONUS_% [Value] 32-Bit   Speed Bonus Gained in % per garrisoned unit (Like Rams), you can use negative values to slow down instead    
ROTATION_DELAY [Value] 32-Bit   Delay time for each rotation, example, Trebuchets have clearly a rotation delay        
ICON_ID [Value] Short Icon Graphics File Unit Icon Graphic ID          
HIDE_IN_PUBLIC_EDITOR [Value] Byte   0=No, 1=Yes This is to disable certain objects from being used by non developers        
HIDE_ON_MINIMAP [Value] Byte   0=No, 1=Yes This will hide the dot on the minimap or not        
MINIMAP_COLOR [Value] Byte Palette Color Index ID            
TERRAIN_RESTRICTION_TYPE [Value] Byte Terrain Restriction ID What terrain access restrictions to use          
DEATH_UNIT_ID [Value] Short Unit ID Death Unit ID          
INDESTRUCTABLE [Value] Byte   0=No, 1=Yes Example: Relics are indestructable        
AIR_MODE [Value] Byte   0=No, 1=Yes          
AIR_HEIGHT [Value] 32-Bit   How high the object will float in the air from the ground        
BYPASS_TECHAGE [Value] Byte   0=No, 1=Yes This will make it possible to make a object available without needing techs        
BUTTON_SLOT_ID [Value] Byte   Button slot ID where to train, build the object          
CREATION_LOCATION_ID [Value] Short Unit ID Location where you can train the object like villagers in town center        
DISPLAYED_ATTACK_STRENGTH [Value] Short   Displayed Attack strength points          
DEFAULT_ATTACK_STRENGHT [Value] Short   Default Attack Strength (always applies if you set no attack types)        
ATTACK_BONUSSES_AMOUNT [Header] Short   Amount of attack strengths          
ATTACK_BONUS_VS_CLASS_ID [Value] Short Unit Classes File Target Unit Class ID for the attack Bonus          
ATTACK_BONUS_VALUE [Value] Short   Amount of Attack bonus, 1 means +1 attack vs that class, -1 could be -1 attack vs that class        
DISPLAYED_DEFENSE_STRENGTH [Value] Short   Displayed Defense strength points          
DEFAULT_DEFENSE_STRENGHT [Value] Short   Default Defense Strength vs all attacks, set types if you want bonusses or weaknesses        
DEFENSE_BONUSSES_AMOUNT [Header] Short   Amount of Defense bonus, 1 means +1Defense vs that class, -1 could be -1 Defense vs that class      
DEFENSE_BONUS_VS_CLASS_ID [Value] Short Unit Classes File Target Unit Class ID for the defense Bonus          
DEFENSE_BONUS_VALUE [Value] Short   Defense Bonus +1 means 1 extra armor, -1 means a vulnerability to a kind of attack        
ATTACK_ACCURACY_% [Value] Byte   The accuracy of a units attack          
INTELLIGENT_ACCURACY [Value] Byte   0=No, 1=Yes: This means if its turned on a unit will fire a projectile that it will 100% hit if the unit doesnt make a change in movement
HIT_PROBABILITY_% [Value] Byte   Amount of chance a attack will hit the opponent (can also be set on non ranged objects)        
RELOAD_TIME_1 [Value] 32-Bit   Attack Delay in game seconds #1          
RELOAD_TIME_2 [Value] 32-Bit   Attack Delay in game seconds #2          
MISSILE_UNIT_ID [Value] Short Unit ID Missile Unit ID          
MISSILE_PIERCE_DAMAGE [Value] Byte   0=No, 1=Yes If Yes the projectile will cause hit damage on flight path        
MISSILE_DUPLICATION_AMOUNT [Value] Byte   Amount of Duplicate projectiles          
MISSILE_FLIGHT_HEIGHT [Value] 32-Bit   Flight Height of Missile          
MISSILE_FLIGHT_RAINBOW [Value] 32-Bit   How high the bow must be for missile flight, 0 = straight flight        
DUPLICATION_MISSILE_ID [Value] Short Unit ID Duplicate Missile Unit ID          
DUPLICATION_MISSILE_RADIUS_START [Value] 32-Bit   In what radius the missiles will stay together, a bigger value makes it more loose        
DUPLICATION_MISSILE_RADIUS_END [Value] 32-Bit   In what radius the missiles will stay together, a bigger value makes it more loose        
DUPLICATION_MISSILE_PAUSE [Value] 32-Bit   Launch Delay for each duplicate projectile, 0 means all launched together        
DUPLICATION_MISSILE_PIERCE_DAMAGE [Value] Byte   0=No, 1=Yes If Yes the duplicate projectile(s) will cause hit damage on flight path        
DUPLICATION_MISSILE_FLIGHT_RAINBOW [Value] 32-Bit   How high the bow must be for missile flight, 0 = straight flight        
MAX_ATTACK_RANGE [Value] 32-Bit   Maximum Attack range          
MIN_ATTACK_RANGE [Value] 32-Bit   Minimum Attack Range          
PROJECTILE_DESTRUCTION_RANGE [Value] 32-Bit   How far a project can go when it's fired on a way that it will exceed max attack range        
ATTACK_RADIUS [Value] 32-Bit   Size of Area Damage          
RADIUS_DAMAGE_% [Value] Byte   % Of Attack Damage Caused in Damage Radius Area        
WORK_RATE [Value] 32-Bit   Work/Gather Speed          
SEARCH_ENEMY_RADIUS [Value] 32-Bit   In what radius to automatically charge hostile units        
SEARCH_WORK_RADIUS [Value] 32-Bit   In what radius to search for work like finding trees to cut down        
VILLAGER_MODE [Value] Byte   0=No, 1=Yes          
BUILDING_MODE [Value] Byte   0=No, 1=Yes          
RESOURCE_DROP_SITE_AMOUNT [Header] Short   Amount of places where a unit can drop resources        
RESOURCE_DROP_SITE [Value] Short Unit ID Resource Drop Site ID Slot          
RESOURCE_STORAGE_TYPES_AMOUNT [Header] Short   Amount of Different stored resource types          
RESOURCE_STORAGE_TYPE [Value] Short Resource Type File Type of the resource to store          
RESOURCE_STORAGE_TYPE_AMOUNT [Value] Long   Amount of the resource to store          
RESOURCE_STORAGE_TYPE_DECAY [Value] 32-Bit   How fast a resource will rot in game seconds (going away like food from a dead animal) 0 = No decay speed    
RESOURCE_STORAGE_TYPE_MODE [Value] Byte   0=In Object, 1=In Game: examples: In object is 800 gold in goldmine, In game is population support from houses    
GATHER_CAPICITY [Value] 32-Bit   How much of a resource can be gathered, max.          
COST_TYPES_AMOUNT [Header] Byte   Amount of Cost types for a object          
COST_TYPE [Value] Short   Cost type, like 0=food, 1=wood, 4=population, etc        
COST_TYPE_QUANTITY [Value] 32-Bit   Amount           
HERO_MODE [Value] Byte   Hero Mode 0=No, 1=Yes          
SHEEP_CONVERSION [Value] Byte   Converts when not guarded when a opponents unit comes in conversion range        
CONVERSION_RANGE [Value] 32-Bit   Area of which another player's unit must pass to change ownership        
MUTINY_NO_FOOD [Value] Byte   Unit will nolonger belong to you if you run out of Food        
MUTINY_NO_GOLD [Value] Byte   Unit will nolonger belong to you if you run out of Gold        
BUILDING_TERRAIN_ID [Value] Short Terrain ID What terrain type should be below an object          
BUILDING_TERRAIN_RADIUS [Value] 32-Bit   Radius of the terrain below an object          
                   
Required Game Files:                  
Game Texts File This is a file with text strings for the game            
Game Palette To Read Color Indexes from              
Icon Graphic Files Files that have Icon graphics stored            
Terrain Restriction File File with definitions on all terrain restrictions            
Unit Classes File File with definitions about unit classes            
Sounds List A file with all sound slots              
Commands List A file with all unit command slots            
Terrain List A file with all terrain definitions            
Resource Type List A List With all Resource Types            
Graphics List A file with all graphics data              
Nation File A file where all unit and civilization data is stored