Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
all the aliases are found in the map editor under "Variables & Functions" tab
This will reduce the energy needed. Replace EnergyNeeded by BuildingTimeFactor to reduce the building time of the woodworkshop by 50%.
Here is a file that @chabz made will all rules, entities and stats you can play with. Very useful when I created my maps : https://docs.google.com/spreadsheets/d/1rrTvMw9P932Q7kcZXQvS4MMcHfiNbYtEdN4dTRA516Q/edit#gid=812540755
thank you, but the list in the "Variables & Functions" tab are toooo limited, I've read all the rules used in Campains and found more rules.
I can just list all the rules used in Campain Researches:
//// LIST START Researches:
FishermanCottage ResourceCollectionCellValue +20%
MillWood EnergySupply +30%
Building DeffensesLife +20%
HunterCottage ResourceCollectionCellValue +20%
WallWood Life +20%; GateWood Life +20%; WatchTowerWood Life + 20%;
CommandCenter ResourcesStorage +20; CommandCenter GoldGen +40;
CommandCenter FoodSupply +20; CommandCenter EnergySupply +20;
SoldierRegular Armor +0,2;
RangerAttack Damage +20%; RangerAttackVeteran Damage +20%;
CommandCenter WatchRange +5;
SoldierRegular WatchRange +1; SoldierRegularAttack ActionRange +1; SoldierRegularAttackVeteran ActionRange +1;
Structure FactorResourcesReturn + 30%
Zombie GoldPerKill +1;
TheInn NDaysNewMercenariesInterval = 3
SoldierRegular Life+20%;Ranger Life +20%;Sniper Life +20%;
Technology BuildingTimeFactor -25%
CommandCenter EnergyTransferRadius +4; CommandCenter EnergySupply+20%;
ShockingTowerAttack ActionRange+1; ShockingTower WatchRange+1;
EnergyWoodTower EnergyTransferRadius +1; EnergyWoodTower WatchRange +1;
TheInn FactorPrestige +50%
SoldierRegular BuildingTimeFactor -10%;Ranger BuildingTimeFactor -10%;Sniper BuildingTimeFactor -10%;
HumanArmyUnit ExperienceNeededToVeteran -20%;
WallStone Life +20%; GateStone Life +20%; WatchTowerStone Life + 20%;
SoldierRegularAttack Damage +20%; SoldierRegularAttackVeteran Damage +20%;
CottageHouse EnergyNeeded -1; StoneHouse EnergyNeeded -2;
Technology BuildingTimeFactor -25%
Building DeffensesLife +10%
Sawmill ResourceCollectionCellValue +10%
OilPlatform OilGen +1
Structure BuildingTimeFactor -10%
HumanArmyUnit Armor +0,05
Sniper WatchRange +1; SniperAttack ActionRange +1; SniperAttack Damage +20%; SniperAttackVeteran ActionRange +1; SniperAttackVeteran Damage +20%;
TitanAttack Damage +25%
AdvancedQuarry ResourceCollectionCellValue +20%
ShockingTower EnergyNeeded -30%
ShockingTowerAttack ActionRange+1; ShockingTower WatchRange+1;
EnergyWoodTower EnergyTransferRadius +1; EnergyWoodTower WatchRange +1;
Building EnergyNeeded -20%;
OilPlatform OilGen +20%
TheInn NDaysNewMercenariesInterval = 2
SoldierRegularAttack Damage +20%; SoldierRegularAttackVeteran Damage +20%;
//// LIST END Researches
As you can see, there are a lot more Alias available so I just want to know if there is a full list I can use. E.G. Houses = Tend & Cottage & StoneHouse ...
But you can still use it for both stone and wood walls.
(Make sure you right it with capitals - or it won't work)
they actually use it for example in the guide "The number of walls is: {Count(Wall)}."
TentHouse
FishermanCottage
HunterCottage
Sawmill
EnergyWoodTower
MillWood
Quarry
WallWood Level
GateWood Power
LookoutTower CommandRequisite
SoldiersCenter BuildingRequisite
WoodWorkshop UpgradeTo
CottageHouse ExperienceNeededToVeteran
Farm Life
WatchTowerWood Armor
Ballista DeffensesLife
Market LifeRegenFactor
StoneWorkshop WatchRange
StoneHouse EntityWatchInterval
WallStone WatchThroughOpaque
GateStone WalkSpeed
WatchTowerStone RunSpeed
PowerPlant Mass
ShockingTower Height
WareHouse ActivityAwarenessFactor
MachineGun BuildingTimeFactor
MachineFire FactorResourcesReturn
Foundry BuildingFrom
AdvancedQuarry BuildingTarget
MillIron BuildingMargin
Bank SameBuildingMargin
OilPlatform IgnoreBuildingsMargin
RadarTower MaxBuildingsAdjacent
Executor MinEmptyCellsAdjacent
AdvancedUnitCenter CanBeDestroyed
Refinery CanBeRepaired
BunkerHouse CanBeDisabled
AdvancedFarm MaxUnitsInside
Shuttle RangeBonus
TheInn MaxInstances
TheSpire MinColonistsRequisite
TheAcademy CanQueueCommands
TheVictorious CanBeBuiltOnWalls
TheTransmutator ColonistType
TheGreatTelescope ColonistUnitNumber
TheCrystalPalace ScorePoints
WoodBarrier EngineeringPoints
TrapPetrol SciencePoints
TrapStakes EmpirePoints
TrapBlades DisableWithoutEnergy
TrapMine EnergyTransferRadius
PickableFood ResourcesStorage
PickableEnergy FireDamageFactor
PickableWorker InflamableTime
PickableWood BurningTime
PickableStone VenomDamageFactor
PickableIron Infectable
PickableOil ExtraUnitsWhenInfected
PickableGold ConvertibleInZombie
PickableEngineeringPoint VibrateWhenDamaged
PickableSciencePoint ExplosionOnDestroy
PickableRelic WorkersNeeded
ExplosiveBarrel FoodNeeded
OutpostWood EnergyNeeded
OutpostMetal GoldCost
DoomBuildingSmall WoodCost
DoomBuildingMedium StoneCost
DoomBuildingLarge IronCost
InfectedCapsule OilCost
InfectedHoleGround Colonists
InfectedHoleWall WorkersSupply
Worker_A FoodSupply
Worker_B EnergySupply
WorkerRunner_A WoodGen
WorkerRunner_B StoneGen
Raven IronGen
Rat OilGen
Ranger GoldGen
SoldierRegular GoldGenPerColonist
Sniper ConvertResourcesIntoGold
Lucifer ResourcesGenerationTimeFactor
Thanatos ResourceCollectionType
Titan ResourceCollectionRadius
Mutant ResourceCollectionCellValue
HA Averageunitsperturnestimated
HB AffectedByEnhancerBuildings
ZombieWeakA FactorProductionNearBuildings
ZombieWeakB FactorGoldNearBuildings
ZombieWeakC FactorFoodNeedNearBuildings
ZombieWorkerA MakeSoldiersVeteran
ZombieWorkerB ShowFullMap
ZombieMediumA CanEnterInBuildings
ZombieMediumB CanTravel
ZombieDressedA CanStop
ZombieStrongA CanHold
ZombieGiant CanPatrol
ZombieHarpy CanChase
ZombieVenom CanJump
ZombieMutant CanBeCarried
CanCarryObjects
CanCounterAttack
TimeAniNormal
TimeAniSpecial
TimeAniWalk
TimeAniRun
TimeAniDie
TimeAniWork
TimeAniPrepareWork
TimeAniFly
TimeAniPrepareFly
ReverseAniNormal
ReverseAniSpecial
TimeAniJump
TimeAniThrow
TimeAniInteract
AttackCommand
ExtraAttackCommand
BellWalkingFactor
BellRunningFactor
MinRoamingDistance
MaxRoamingDistance
CellsAwayCommandCenter
Behaviour
CanAvoidOverkill
CanBePulled
DisableDiagonalBuilding
EndGameIfInfected
EndGameIfDestroyed
InfectionNestSize
InfectionNestMaxUnits
TerrainSpeedPercentage
GoldPerKill
EmpirePointsCost
NDaysNewMercenariesInterval
FactorCostMercenaries
FactorPrestige
SoundOnDestroy
SoundOnCreation
SoundOnDie
SoundOnSelected
SoundOnCommandGeneric
SoundOnCommandAttack
SoundOnInfection
SoundOnDesertion
SoundOnPick
Thank you, I DID read it.
But it is not what I need.
I read ALL the data/rules in ZXRules.dat and ZXCampain.dat, SO I THINK I CAN MODIFY ANY SINGLE PROPERTY FOR EVERY SINGLE UNIT/BUILDING/RESERACH TYPE.
What I want to know is WHERE do you get all the list for GROUP ALIAS, like Structure / Building / Infected / Zombie / HumanArmyUnit / Wall, etc
from what you can see on the symbols list:
DoomVillage - for all types of doom towns
Dwelling - for all types of houses
Infected- for all zombies
InfectedBuildings- for all the buildings that are infected at this moment. (but not doom towns)
Structure - for all buildings (I'm not sure if walls or stake traps or stone/wood towers are called buildings.. so maybe not them..)
Unit - for all your army units
Wall -for all types of walls
Wonder - for all wonders
And that's all the group symbols i can tell you about. if there's anything else - ask the devs i guess.
Chabz did it, so I don't know. There are some arrays (campaign ones) that you might not be able to change (never tried so I cannot confirm). The files are in the game folder, but I think you can open it with note pad. However, I strongly recommend to create a copy of that or you might corrupt the game.
I did it before but i can't find this again.
Although she can't use them at all lol...
https://i.ibb.co/PQ1724x/Can-Carry-Objects.png
You can also make them drop an object and make them jump over the walls like harpies. However, as it's programming to jump over walls, the IA path is kinda funky
I tried the jumping it's pretty bad lol.