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Unit Configuration Settings

CrashAriMP5N2O

Chieftain
Joined
Sep 15, 2011
Messages
9
Location
California
Hello everyone. I couldn't find much info about the inner workings of a unit configuration file (I'll term this "CF"), which usually appears like a notepad document with a gear, of each unit in the units folder.

From what I know, the file name must match the folder name and the in-editor name to work properly. I am also familiar with matching the animations and sounds to their respective files within the same folder.

I just have a few technical questions about it.

1) Animation: I noticed that some entries are omitted in some CFs compared to other CFs. (i.e. PauseROAD=, DEFEND=, FOREST=, etc.) There's a unit I downloaded recently, which I intend on transforming into a worker. When checking the CF for that unit, some entries that are available in the original Worker CF is omitted and some entries are available but omitted in the original Worker CF.

I added the FOREST=, JUNGLE=, and PLANT= entries so I can put in the animation for them. However, it failed to display the animations when executing worker actions to cut down forests/jungles or planting seeds in-game. The entries omitted in the original Worker CF that shows in the custom CF (and other offensive units) include DEFEND=, DEATH=, FORTIFYHOLD=, TURNLEFT=, TURNRIGHT=, PauseROAD=, PauseMINE=, and PauseIRRIGATE=. I wonder, do these need to be omitted for the new CF?

Alternatively, can I just copy the CF of the original worker and just rename it to the proper unit and add in the appropriate animations and sounds?


2) Sound Effects: A lot of the units that I've acquired don't have have the associated sound files so I usually salvage them from the original units provided that they are related to the units I'm placing them into (i.e. archer sounds for an archer-type unit).

I have no problem configuring sounds that use .wav files for attacking, fortifying, etc. but many of the original units also use a .amb file for their RUN sound. Now there are individual .wav files that relate to unit movement in all of the originals but their CF is using the .amb file. Is the .amb file just a compilation of the associated .wav files? It seems sufficient to just copy the .amb files and configure them into the RUN sound effect because I can hear them in-game. I'm just wondering if the .amb file is entirely dependent on the .wav files.

3) Timing: It seems the default timing is always 0.500000 for all entries. I don't think I need to touch this one as the custom units work just fine with the animations and the sounds corresponding to them although there are a few I have observed that seem to have their animation sequence cut off because not enough time was allotted to execute the whole animation sequence. Can anyone confirm this statement?

4) With regards to the CF as a whole, does the entry order matter? It seems like it doesn't considering that some entries are omitted and others seem to be just added onto the file. As long as you have the proper format, it seems to be alright.

Thank you in advance for taking the time to clarify these items for me.

(The following is an attenuated Original Settler CF for reference)
[SPEED]
[Speed]
Normal Speed=225
Fast Speed=225

[Animations]
BLANK=
DEFAULT=settDefault.flc
.
.
(more entries here)
.
.
JUNGLE=
FOREST=
PauseFOREST=

[Timing]
BLANK=0.500000
.
.
(more entries here)
.
.
PauseFOREST=0.500000

[Sound Effects]
BLANK=
.
.
(more entries here)
.
.
PauseFOREST=
[Version]
VERSION=1
[Palette]
PALETTE=
 
CrashAriMP5N2O... Welcome to CFC :)

The .ini Files for units are best used by copying any Game unit .ini file then adjusting the names for the entries.
The Name must also be changed for the .ini file to the exact name of the unit Folder it is for.
The .ini Files can have All Headings listed in them but you simply leave the ones you are not using with Blank entries after the Headings.

Leave the 0.500000 Timing as it is.

You can adjust the Normal and Fast speeds ... those adjust how fast the unit moves across the screen. 100 speed, for example will move a unit slowly such as a Zombie walking.

.amb files are small programs that play many sound bytes that you can see listed in some of the unit folders as the .wav files. The .amb files are mainly used to help timing for the collective sounds to play better for an animation such as the Run animation.
Yes, IF you want the same sounds played as the .amb file, you simply enter the .amb file name after the .ini Heading.
 
Thanks Vulcadon

So I'll just go ahead and copy the .INI file of the original worker to the new unit intended to be a worker. I forgot they were called .INI files because the extensions disappear when they become a recognizable file.

I've had Civ 3 for quite a while now and I've fiddled with some modpacks before, primarily multi-units from another site but that one was nuked for quite some time now.

I've recently revisited Civ 3 to try on new stuff such as integrating leaderheads and making a new civ from the editor.
 
Hi CrashAriMP5N2O and welcome here! You'll see that adding units is a bit more difficult than adding leaders (at least the flics are easy to had from the editor), but after a while everything gets easier, it only takes time to copy/paste lines and lines and lines in the Pediaicons.txt and Civilopedia.txt files. Good luck with that and please share your creations here!
 
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