NAME Center_Algir // Name of the building as been called up on in the .nds file & nmlist.txt
MESSAGE ƒ®à®¤áª®©_æ¥âà // coded message
ICON AU_Cntr //Icon used ( in icon.txt)
USERLC 0 cal SHADOW 0 0 //>> refers to the .GP files( this case cal.GP & Caldez.gp)
USERLC 1 caldez SHADOW 0 0 //Next section : Lockpoints; define the building after test it is to block units from going trough the building.Buildpoints are where the peasants will build it
LOCKPOINTS 194 7 35 7 36 7 37 8 34 8 35 8 36 8 37 8 38 9 33 9 34 9 35 9 36 9 37 9 38 9 39 10 32 10 33 10 34 10 35 10 36 10 37 10 38 10 39 10 40 11 31 11 32 11 33 11 34 11 35 11 36 11 37 11 38 11 39 11 40 11 41 12 30 12 31 12 32 12 33 12 34 12 35 12 36 12 37 12 38 12 39 12 40 12 41 13 29 13 30 13 31 13 32 13 33 13 34 13 35 13 36 13 37 13 38 13 39 13 40 13 41 14 28 14 29 14 30 14 31 14 32 14 33 14 34 14 35 14 36 14 37 14 38 14 39 14 40 14 41 15 27 15 28 15 29 15 30 15 31 15 32 15 33 15 34 15 35 15 36 15 37 15 38 15 39 15 40 15 41 16 26 16 27 16 28 16 29 16 30 16 31 16 32 16 33 16 34 16 35 16 36 16 37 16 38 16 39 16 40 16 41 17 26 17 27 17 28 17 29 17 30 17 31 17 32 17 33 17 34 17 35 17 36 17 37 17 38 17 39 17 40 18 26 18 27 18 28 18 29 18 30 18 31 18 32 18 33 18 34 18 35 18 36 18 37 18 38 18 39 19 26 19 27 19 28 19 29 19 30 19 31 19 32 19 33 19 34 19 35 19 36 19 37 19 38 20 26 20 27 20 28 20 29 20 30 20 31 20 32 20 33 20 34 20 35 20 36 20 37 21 26 21 27 21 28 21 29 21 30 21 31 21 32 21 33 21 34 21 35 21 36 22 27 22 28 22 29 22 30 22 31 22 32 22 33 22 34 22 35 23 28 23 29 23 30 23 31 23 32 23 33 23 34 24 29 24 30 24 31 24 32 24 33 25 30 25 31 25 32
BUILDPOINTS 26 5 35 5 37 6 33 6 39 8 31 8 41 10 29 10 43 12 27 12 43 14 25 14 43 16 24 16 43 18 24 18 42 20 24 20 40 22 24 22 38 24 26 24 36 26 28 26 34 27 30 27 32
BORNPOINTS 8 21 32 22 33 23 34 24 35 25 36 26 37 27 38 28 39 // Point where units will come out of building, without this game crashes if you recruit units inside this building)
CHECKPOINTS 194 7 35 7 36 7 37 8 34 8 35 8 36 8 37 8 38 9 33 9 34 9 35 9 36 9 37 9 38 9 39 10 32 10 33 10 34 10 35 10 36 10 37 10 38 10 39 10 40 11 31 11 32 11 33 11 34 11 35 11 36 11 37 11 38 11 39 11 40 11 41 12 30 12 31 12 32 12 33 12 34 12 35 12 36 12 37 12 38 12 39 12 40 12 41 13 29 13 30 13 31 13 32 13 33 13 34 13 35 13 36 13 37 13 38 13 39 13 40 13 41 14 28 14 29 14 30 14 31 14 32 14 33 14 34 14 35 14 36 14 37 14 38 14 39 14 40 14 41 15 27 15 28 15 29 15 30 15 31 15 32 15 33 15 34 15 35 15 36 15 37 15 38 15 39 15 40 15 41 16 26 16 27 16 28 16 29 16 30 16 31 16 32 16 33 16 34 16 35 16 36 16 37 16 38 16 39 16 40 16 41 17 26 17 27 17 28 17 29 17 30 17 31 17 32 17 33 17 34 17 35 17 36 17 37 17 38 17 39 17 40 18 26 18 27 18 28 18 29 18 30 18 31 18 32 18 33 18 34 18 35 18 36 18 37 18 38 18 39 19 26 19 27 19 28 19 29 19 30 19 31 19 32 19 33 19 34 19 35 19 36 19 37 19 38 20 26 20 27 20 28 20 29 20 30 20 31 20 32 20 33 20 34 20 35 20 36 20 37 21 26 21 27 21 28 21 29 21 30 21 31 21 32 21 33 21 34 21 35 21 36 22 27 22 28 22 29 22 30 22 31 22 32 22 33 22 34 22 35 23 28 23 29 23 30 23 31 23 32 23 33 23 34 24 29 24 30 24 31 24 32 24 33 25 30 25 31 25 32
DAMPOINTS 1 16 28 // (mostlikely dam points are damage points,)
FIRES 10 194 171 214 168 174 168 194 110 211 108 177 107 175 85 187 87 201 88 214 85 //Points with the fire's
SMOKE 16 371 220 379 221 367 224 364 228 360 186 344 195 337 196 321 199 314 199 296 198 289 196 274 187 269 278 275 275 299 264 307 261 //points with the smoke
SETANMPARAM -281 -281 1 0 //for animations numbers refer to offset of picture(x,y) sprites/picture sprite width
LOCATION -281 -281 403 309 //location for animations, numbers refer to: #ANIMATION Rotations NFrames FileID_1 frame1 ... FileID_N frameN
#STANDLO 1 3 0 8 0 9 0 10
#BUILDLO_0 1 2 0 0 0 1
#BUILDLO_1 1 2 0 2 0 3
#BUILDLO_2 1 2 0 4 0 5
#BUILDLO_3 1 2 0 6 0 7
#DEATHLIE1 1 2 1 0 1 1
#DEATHLIE2 1 2 1 2 1 3
LINESORT #STANDLO GROUND LINE 137 307 358 283 LINE 359 260 402 263
LINESORT #BUILDLO_0 GROUND LINE 128 302 438 273
LINESORT #BUILDLO_1 GROUND LINE 128 302 438 273
LINESORT #BUILDLO_2 GROUND LINE 128 302 438 273
LINESORT #BUILDLO_3 GROUND LINE 128 302 438 273
LINESORT #DEATHLIE1 GROUND LINE 137 308 401 263
LINESORT #DEATHLIE2 GROUND LINE 137 308 401 263
DESTRUCT 16000 13 obl16 obl23 obl38 obl16 obl23 obl38 obl16 obl23 obl38 PU4 PU2 PU6 PU6 // stages of destruction?
GEOMETRY 1 199 32 //Third parameter (32) is actually for the speed of a unit, but since this is a building, its kinda funny /:Numbers refer to : Radius1 Radius2 StepSize
LIFE 5500 // the amount of life the building has
PRICE 2 WOOD 450 STONE 700 // 2 resources in order to be able to build this, resource type and amount
MATHERIAL 1 BUILDING // what material it is.can be : BODY,STONE,WOOD,IRON,AIR
BUILDSTAGES 500 // how long in game time it takes to build
RECTANGLE 0 60 180 200 //sets a box around a unit/building so you can select it
BUILDBAR 1 36 31 31 / the texture below the building how large it is
CAPTURE // building can be captured
SELECT_SOUND CENTER1 // sound played on selecting building
ORDER_SOUND CENTER1 // sound played on giving an order
BORN_SOUND CENTER1 // sound when unit is created or build
USAGE CENTER // idle peasants icon will appear if you put this. Could be USAGE: TOWER aswell or USAGE FIELD , STRELOK, LIGHTINFANTRY
SLOWDEATH // rate( pace) at which it burns down
COSTPERCENT 300 // how much additional buildings will cost
RESOURCEBASE 3 WOOD STONE FOOD // meaning wood, stone and food can be dropped here
VES 1000 // no idea, for houses its: 100;not all buildings have these(think this maybe for the 'score'value given on building a unit, but where would the value be then for 'destroying' a unit?
INFO 3 0 // for the display of the ingame information ( I ) Not sure about the parameters, got it written down somewhere, cant remember where
UNITABSORBER 10 // This will enable units to go inside the building ( 10 in this case)
TRANSPORT 10 / This will enable units to go inside the building ( 10) and will give you the icon to disembark ( UNLOADALL) so you can get them out again
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NO_HUNGRY // For Walls for example (WALL_EV.MD). Means the Building or unit will not consume any food
RESCONSUMER STONE 750 //Means this building will consume stone for upkeep cost( could be gold aswell for dragoons or victoria)
TURNOFF //Means if you run of out stone ( since its a resconsumer) units will stop building walls, same goes for shooting units ( see further)
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SHOTS 15 202 250 221 263 241 271 258 281 272 287 289 294 305 301 332 304 349 295 366 288 283 280 201 238 380 262 288 185 351 212 //I presume these show the shots being fired from the block house
ZPOINTS 96 96 // ??
RASTRATA_NA_VISTREL 0 2 IRON 2 COAL 2 //Meaning this building or unit will use so much coal and iron for firing shots
CANKILL 1 BODY //Meaning it can kill units who have BODY as a MATHERIAL
ATTACK_RADIUS 0 550 950 //Min and max range
ATTACK_PAUSE 0 1 / Time to reload-??
SEARCH_ENEMY_RADIUS 1000 / how far it will look for enemies
Artdepot (ADET.MD)
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ARTDEPO 5 5 30 5 / states how much cannons ( 5) howitsers ( 5) mortars( 30) multibarrels ( 5) is the limit
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VIC.MD ( victoria)
--------------------
LINEARSORT 128
MOTIONSTYLE SHEEPS ( bééééé ;-) )
LIFE 65500
SHIELD 400
PRICE 4 WOOD 65500 GOLD 45050 IRON 53000 COAL 47200
MATHERIAL 1 WOOD
RECTANGLE 0 62 232 240
WEAPON 0 PPOINTTKOR /weapon
ATTACK_ANGLES 0 -255 255
ATTACK_RADIUS 0 800 4500
DET_RADIUS 0 800 15000
ADD_ATTACK_RADIUS 0 32
ATTACK_PAUSE 0 200
SEARCH_ENEMY_RADIUS 3500
CANKILL 5 BODY WOOD STONE BUILDING STENA / Mega killer :-)
ZPOINTS 3 3
BUILDSTAGES 2500
WEAPONKIND 0 IADRO
SHOWDELAY
RASTRATA_NA_VISTREL2 0 1 2 IRON 5 COAL 15
EXPLMEDIA BOAT 225
WAVES 215 296 24 4 247 250 190 254 249 264 188 260
RESCONSUMER GOLD 15000
NAEMNIK /Means it can mutiny
RAZBROS 150 / Inaccuracy of firing
USAGE LINKOR
ROTATE 2
NO_HUNGRY
ROTATE 2
USAGE LINKOR
STANDGROUND
FLAGS 320 3 320 210 183 0 320 354 160 0 320 478 198 0 /
DESTRUCT 16000 25 obl1 obl2 obl3 obl4 obl5 obl6 obl7 obl8 obl10 obl11 obl12 obl13 obl14 obl15 obl17 obl18 obl19 PU4KOR PU2KOR PU6KOR PU6KOR PU4KOR PU2KOR PU6KOR PU6KOR
VES 2000
INFO 2 10
COSTPERCENT 200
ZALP 40 / Means it will shoot 40 time's before having to reload
TURNOFF Does it mean that when you run out of coal and iron, they stop shooting? -->Yes
PEASANTABSORBER 5
PRODUCER 3 GOLD COAL IRON 0 10
(PRS.MD)
Notes:"Odd ones"
- ATL_B1.MD ? Special file s-only states "building" but uses ev_bsh as icon, so is it a tower? or? in descript it states :building:
But towers already have their icons? have i missed one? So Turkish tower ( ) Kremlin Tower () Europe tower ( ) Perhaps shipyard portugal tower? hmmm
- WAKKR.MD ?
- VER.MD ? has icon -->G_Kor & uses ver.gp as rlc but cant find ver.gp . It looks like a unit: special function : MAGIC 256. Test icon: no working.Test 2 replaced the icon to the CAL.MD and added it to the iconlist. Messes up the icons badly for Algeria, see SS. I reckon its the balloon. But not sure
- VES.GP & VESSMAL.GP?
- BAS.MD : tower but uses different icon then the other towers? : bashnya .Prolly not working either, indeed cannot create object? WEAPON REVENANT? prolly doesnt work since it has no gp.files? like basa.gp etc..test the icon?
- MUSOR.MD : (UN) Rubble of tent.