The
weapons.csv file describes the firing abilities of every ranged
weapon in the game. Weapons such as artillery have extra parameters
that are described below. There is no limit to the amount of weapons
that you can create.
The
weapons.csv file is a little obscure, so please read this carefully
to understand how it all works. There are 7 base ranges that are
used by the game, they are described in columns C - I, each weapon
will set it's own particular yardage for each range. The first
line of the csv is just header text that is not read by the program.
The second line is the most important line because it sets the
percent chance of a hit for each of the 7 ranges. This chance
of a hit is set in row 2 columns C - I. In each of these boxes
there is a number that describes the chance of a hit out of 1000.
This is the same for every weapon in the file, the way that the
weapons differentiate themselves is by setting the yardage for
each range.
For
example: The first range is Min Range, we have set this to have
a 400 out of 1000 chance of a hit, or 40%. This is our highest
percent chance because this is the closest that you will get.
Now most of our artillery has the Min Range at 100 yards. That
means that those guns will have a 40% chance to hit anything within
100 yards. Our rifles are different, many of them have this range
set at 30 yards. That means for these riles to have the same 40%
chance of a hit, they would have to be at least within 30 yards
of the target. Although the 40% chance of a hit does not change,
the range to get that 40% chance can and does change for every
ranged weapon.
These
ranges also affect how the AI works. The AI will not tell their
men to move within 50 yards of the enemy, that's not how it thinks.
The AI will tell their men to move to Medium range (for example).
So depending on the rifles that their men have, their distance
to the enemy will vary. This is seen in the stance.csv file.
Note:
The chance of a hit, the chance of a misfire, and the firing time
are all also modified by the individuals firing the weapon and
their skills in doing so. These values are in levels.csv.
Column |
Explanation |
A:
Name |
The name of this ranged weapon. This name is
used in other csv files to reference this weapon. |
B:
Name2 |
This is an extra line of text to describe the
weapon. This field is used for display only, and is not referenced
anywhere except by the variable that displays it. |
C:
Min Range |
The number of yards away from the enemy for
this weapon to be considered at minimum range. The minimum
range value will be used for 0 - Min Range. |
D:
Optimal Range |
The number of yards away from the
enemy for this weapon to be considered at optimal range. The
optimal range value will be used for Min Range - Optimal Range. |
E:
Medium |
The number of yards away from the enemy for
this weapon to be considered at medium range. The medium range
value will be used for Optimal - Medium Range. |
F:
Typical |
The number of yards away from the enemy for
this weapon to be considered at typical range. The typical
range value will be used for Medium - Typical Range. |
G:
Long |
The number of yards away from the
enemy for this weapon to be considered at Long range. The
Long range value will be used for Typical - Long Range. |
H:
Longest |
The number of yards away from the
enemy for this weapon to be considered at Longest range. The
Longest range value will be used for Long - Longest Range. |
I:
Max Range |
The number of yards away from the enemy for
this weapon to be considered at maximum range. The maximum
range value will be used for Longest - Max Range. This also
specifiies the maximum range in which this type of weapon
can be fired. The men will not fire if the enemy target is
farther away than this range. |
J:
Misfires |
This column is probably labeled incorrectly.
It's really the chance you have of loading your rifle correctly.
It's out of 1000 like the chance of a hit. This is also modified
by the units levels in level.csv. So if this number is 200,
then you have a 20% chance of even getting the shot off. |
K:
Firing Time |
This is the number of seconds that
it takes between firing your weapon and getting it reloaded.
Obviously the lower time here the better. This, as well as
misfires and shooting, should be set for the lowest level
of men, for the green guys. Because unit experience and skills
will bring this number down. |
L-O:
Arty Ammo Quantities |
These next four columns need to
be in the same exact order as the ammo types listed in the
artyammo.csv file. They are matched 1-1 by the program when
the level is loaded. These four numbers need to add up to
exactly 100. Basically when an artillery unit is loaded, they
are given a certain amount of ammo from the units.csv file.
Since arty has 4 types of ammo, we use these numbers as percentages
to divide up the ammo into the different types. It also effectively
allows certain artillery types to not receive certain ammo
types. So you can use 0 as a valid value if that piece of
artillery would never shoot that type of ammo. If these numbers
add up to more or less than 100, the results are undetermined,
but definitly not good. |