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Cybergod
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Wünderland
Feb 2001 time: 05:22
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You can design any new unit type (that is a predesigned unit that the AI or yourself would build) by modifying alpha.txt:
#UNITS
14
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 000000000000000000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 000000000000000000000000
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 000000000000000000000000
Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 000000000000000000000000
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 000000000000000000000000
Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 000000000000000000000000
Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, PlaNets, -1, 000000000000000000000000
Alien Artifact, Infantry, Artifact, Scout, 12,10, 0, Disable, 2, 000000000000000000000000
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 000000000000000000000000
Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 000000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 000000000000000000100000
Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 000000000000000000000000
Unity Scout Chopper, 'Copter, Gun, Scout, 4, 0, 0, Disable, -1, 000000000000000000100000
Unity Foil, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 100000000000000000000000
To add (a) new unit(s) change the number, in this case:
#UNITS
14
Change it to the number of new units you wish to add, and then insert a new line at the bottom of the units list, eg:
Unity Explorer, Hovertank,Laser, Scout, 3, 0, 0, SomeTech,-1, 000000000000000000000000
1st word is the unit name,
2nd is the string name for the chassis type (look up #CHASSIS),
3rd is the weapon module (look up #WEAPONS) and can include non-combat unit packages (eg Terraformer)
4th is the shield module (see #ARMOUR) btw "Scout" means "No Armour"
5th means the AI plan, look at the eplanatory text above these lines (put -1 for Autocalculate)
6th is the cost (0 = autocalculate)
7th is the carry capacity (by setting a different number from 0, you can create a supre carrier with a capacity of 10 for instance)
8th is the preq technology (short name eg. Ecology or IndAuto)
9h is the unit icon, which are taken from "Units.pcx", note - the game count the lines as numbers so if you wish to create a custom graphic (or use one already in "Units.pcx") take the mindworm picture as an orientation - it is in a line the computer counts as row 3, which comes after the Alien Artifact, in line 2 (-1 means that normal in-game graphics are used)
10th sector are the unit flags, I will rite up how to edit these later, but basically, they represent special abilities that you can mount on a unit. Note: by creating these sorts of custom units, you can select more than the usual limit of spec. abilities (2) and put 3 and more, amking some interesting units (but take care about the cost).
You can either put these objects into the game itself by placing a preq technology required for building it and/or you can give them away free at start in custom factions! This is quite useful in mod-making.
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