dbobjects.datffice ffice" /> This file holds just about all the information about the units you can think of that is not in the tech tree. Like the tech tree, each entry starts with the name, e.g. “Gun Artillery13 Colossus”. However, there is a lot more data for an object than in the tech tree. So I have divided these diagrams into several parts. The second name that appears is the type of unit it is, e.g. “helicopter”, “Aircraft Carrier”, “Land Patrolling”, “Calamity Caster”, “ffice:smarttags" />laceName w:st="on">SimplelaceName> laceType w:st="on">Building” etc. If you change the unit type name then the unit behaviour will change, but sometimes it could crash the game. Here is an example of the first part of a object, the Pandora (note: for some reason the Pandora is called a “Cyclops” in the tech tree file)…
Speed is a bit odd because the value does not reflect what appears in the game. I think it goes up in steps of “D” (13)… Hex Value | Speed in game | 19 | 12 | 26 | 13 | 33 | 14 | 40 | 15 | 4D | 16 |
The other numbers near the speed might have something to do with acceleration or turning speed. Attack mode is how the unit attacks other units. If you look at the attack mode values in other units you can work out what they are for. Here are some I have noted… Value | Unit Reaction | Examples | 07 | Fires at air units | AA Tower, Stinger Soldier | 29 | Fires at air and ground units | Talon Fighter/Bomber | 09 | Fires at submarines | Sea King | 41 | Fires at space units only | Space Turret | 21 | Fires at ground units | Panzer Tank | 0C | Fires at air units | Nebula Fighter, Gunboat |
If you change the Space Turret to “21” for example, then you will find that the Space Turret starts zapping ground units! I don’t know where the Range is, although when editing the Zeus II it seemed to be a part of the Hit Points. Now let us examine the next part of an object, this time the Enterprise Aircraft Carrier…
This part is self-explanatory. The next part of the object includes information about where the unit is allowed to move (this is still the aircraft carrier example)…
The last part of the Enterprise carrier object is shown below…
Since the aircraft carrier can actually create objects (i.e. planes), there is a list of Tech ID numbers at the end for those objects. With building objects there is always a list of Tech ID numbers that the building can create. You must be careful when making an object cloaked. If you cloak an object that has no attack range (e.g. B5 stealth bomber) then that object can never be destroyed by the enemy. This is because the object will always be invisible and the enemy will not be able to see it no matter how close they get. However, if you cloak something with attack range (e.g. a marine) then you should have no problem. If you can find out how to change the range for an object which has no range then you can cloak that unit without it becoming invincible. |