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Unit Properties

This section lists properties of individual units. In general, they default to the most common or reasonable values, so need not always be specified, even in a saved game.

UnitProperty: @ x y [ z ]

This property is the position of the unit. Defaults to -1,-1,0, which causes the unit to be placed randomly. The optional altitude z can also be set separately with the property z below. If z is even and the unit is in the open, then the unit's altitude is z/2; if z is odd, then (z-1)/2 is the type of connection terrain that the unit is on.

UnitProperty: z z

This property is identical to the optional z part of the @ property. Defaults to 0.

UnitProperty: s side

This property is the side of the unit. It can be either a side name/noun/adjective (string) or id (number). A value of 0 or "independent" means that the unit is independent. Defaults to 0.

UnitProperty: os side

This property is the original side of the unit. It can be either a side name/noun/adjective (string) or id (number). A value of 0 or "independent" means that the unit is/was originally independent. Defaults to the unit's actual side when first read in or created.

UnitProperty: # n

This property is the unique numeric id of the unit. Defaults to a game-selected value.

UnitProperty: n str

This property is the name of the unit. Defaults to "".

UnitProperty: nb n

This property is the number of the unit, which starts at 1 and goes up. Defaults to 0, which means that the unit is unnumbered.

UnitProperty: cp n

This property is the current completeness of the unit. If negative, indicates that the unit will appear at a time and place specified by the appear x-property. Defaults to the cp-max for the type.

UnitProperty: hp n

This property is the current hit points of the unit. Will be restricted to the range [0, hp-max]. An hp of 0 means that the unit is dead and will not appear in the game. Defaults to hp-max for the unit's type.

UnitProperty: cxp cxp

This property is the combat experience of the unit. Defaults to 0.

UnitProperty: mo n

This property is the morale of the unit. Defaults to 0.

UnitProperty: m mtype-value-list

This property is the amounts of supplies being carried by the unit. Defaults to 0 for each material type.

UnitProperty: tp utype-value-list

This property is the level of tooling to build each type of unit. Defaults to 0 for each unit type.

UnitProperty: in n

This property is the id of the unit's transport. Defaults to 0, meaning that unit is not in any transport.

UnitProperty: opinions side-value-list...

This property is the unit's true feelings towards each side, including its own side. Defaults to 0 for each side.

UnitProperty: x obj

This property is the optional extension properties of the unit. Its value may be any object. Defaults to ().

Symbol: appear

Symbol: disappear

These are extension properties that indicate when and where a unit will appear in the game, and when it will disappear. [syntax?]


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