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The Assets/GameCore/UnitTemplates.csv file controls build time, cost, armor, HP, and more for all Units. There are a number of fields in this file, many of which are unintuitive, which I will be explaining here. Other components of the unit such as weaponry and movement is done in 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%.