UnitTemplates.csv: Difference between revisions

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(Created page with "The Assets/GameCore/BuildingTemplates.csv file controls build time, cost, armor, HP, and more for all buildings. There are a number of fields in this file, some of which are i...")
 
(Updated information about UnitTemplates.csv)
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The Assets/GameCore/BuildingTemplates.csv file controls build time, cost, armor, HP, and more for all buildings. There are a number of fields in this file, some of which are intuitive, which I will be explaining here. Other components of the building such as weaponry is done is different files. Leaving aside some of the obvious things like Icon Index or Max health, let's take a look at the columns in this file:
The Assets/GameCore/UnitTemplates.csv file controls build time, cost, armor, HP, and more for all Unit. There are a number of fields in this file, manyof which are unintuitive, which I will be explaining here. Other components of the unit such as weaponry and movement is done is different files. Leaving aside some of the obvious things like Icon Index or Max Health, let's take a look at the columns in this file:


Name: This is the internal reference name, this is used when applying the Smarty in scenario scripting or placing on build menus
'''Name:''' This is the internal reference name, this is used when applying the Unit in a scenario scripting or placing on build menus.


Name[1]: Refers to a line in the Asset/UIText/BuildingText.csv file, determining the in-game name of the building. Often the internal reference name and display name are not the same.
'''Name[1]:''' Refers to a line in the Asset/UIText/BuildingText.csv file, determining the in-game name of theUnit. Often the internal reference name and display name are not the same.


Description: Refers to a line in the Asset/UIText/BuildingText.csv file, determining the in-game tooltip of the building when hovering over the icon.
'''Description:''' Refers to a line in the Asset/UIText/UnitText.csv file, determining the in-game tooltip of the Unit when hovering over the icon.


Flags: Flags are specific utilities that can be added, driven from game code. For example "BlocksCapture" allows them to capture or block capturing of points, and certain structures have unique flags.
'''Flags:''' Flags are specific or stats that is assigned to the unit. For example, each unit has it's tier listed as a flag which determines which weaponry can target it.  


Prereq flag: The requirements of the structure, a Smarty can't be built unless the player has a Factory.
'''Spawn Count''': Whether or not the unit is spawned as a single entity such as cruisers, or in a squadron like Substrate frigates or air fighters. All stats are multiplied by spawn count, they will each have the Max Health or Regeneration.


Granted flag: The flag which is generated when the structure is built, which is used to serve as a prereq flag.
'''Max Energy''': Energy is drained by certain weaponry and the unit can not fire when the energy is depleted. Energy is only used by Substrate.


Data Cost: Data is the old term for Radioactives. Whenever you see "Data" it means Radioactives.
'''Heal Rate''': Passive regeneration over time. This is of health, and not Shields. Only Juggernauts and Medics have passive health regen.


ModuleDefinitionFile: The modules the building has, this is what determines which weaponry, construction modules or drones the structure has.
'''Flocker Template''': References a line in Assets/Formations/FlockerTemplates.csv, which is used to determine movement characteristics.  


Gridsize: The size a structure takes up in regards to pathing and placing structures adjacent to each other.
'''Prereq flag:''' The requirements of the unit, a Mauler can't be built unless  the player has a Quantum Archive.


Asset: The 3d model and textures used to create the building
'''Data Cost:''' Data is the old term for Radioactives. Whenever you see "Data" it means Radioactives.


Buildtime: This not only is the time it takes an engineer to build the structure, but also the upgrade time.
'''ModuleDefinitionFile:''' The modules the unit has, which determines which weaponry, ConstructionModules, SteeringModules and drones the unit has.


Armor: Grants a percentage damage reduction unlike the attacking weapon has armor-piercing. No buildings currently use armor, as anti-building damage is already limited by many weapons not being able to target buildings at all.
'''Gridsize:''' The size a structure takes up in regards to pathing.
 
'''ChildFormationOffset''': How far backwards/forwards units that are children of this unit are placed. Children meaning units who are assigned to an army lead by this unit. The offset can be negative or positive.
 
'''AssetID:''' The 3d model and textures used to create the unit.
 
'''Buildtime:''' Time it takes to product the unit.
 
'''Armor:''' Grants a percentage damage reduction unless the attacking weapon has armor-piercing. 1 armor represents 5% damage reduction. So 10 armor is 50%.

Revision as of 09:36, 6 February 2018

The Assets/GameCore/UnitTemplates.csv file controls build time, cost, armor, HP, and more for all Unit. There are a number of fields in this file, manyof which are unintuitive, which I will be explaining here. Other components of the unit such as weaponry and movement is done is different files. Leaving aside some of the obvious things like Icon Index or Max Health, let's take a look at the columns in this file:

Name: This is the internal reference name, this is used when applying the Unit in a scenario scripting or placing on build menus.

Name[1]: Refers to a line in the Asset/UIText/BuildingText.csv file, determining the in-game name of theUnit. Often the internal reference name and display name are not the same.

Description: Refers to a line in the Asset/UIText/UnitText.csv file, determining the in-game tooltip of the Unit when hovering over the icon.

Flags: Flags are specific or stats that is assigned to the unit. For example, each unit has it's tier listed as a flag which determines which weaponry can target it.

Spawn Count: Whether or not the unit is spawned as a single entity such as cruisers, or in a squadron like Substrate frigates or air fighters. All stats are multiplied by spawn count, they will each have the Max Health or Regeneration.

Max Energy: Energy is drained by certain weaponry and the unit can not fire when the energy is depleted. Energy is only used by Substrate.

Heal Rate: Passive regeneration over time. This is of health, and not Shields. Only Juggernauts and Medics have passive health regen.

Flocker Template: References a line in Assets/Formations/FlockerTemplates.csv, which is used to determine movement characteristics.

Prereq flag: The requirements of the unit, a Mauler can't be built unless the player has a Quantum Archive.

Data Cost: Data is the old term for Radioactives. Whenever you see "Data" it means Radioactives.

ModuleDefinitionFile: The modules the unit has, which determines which weaponry, ConstructionModules, SteeringModules and drones the unit has.

Gridsize: The size a structure takes up in regards to pathing.

ChildFormationOffset: How far backwards/forwards units that are children of this unit are placed. Children meaning units who are assigned to an army lead by this unit. The offset can be negative or positive.

AssetID: The 3d model and textures used to create the unit.

Buildtime: Time it takes to product the unit.

Armor: Grants a percentage damage reduction unless the attacking weapon has armor-piercing. 1 armor represents 5% damage reduction. So 10 armor is 50%.