Units are the basic objects in which the user interacts with the game state. However, units themselves simply hold vital information at specific locations on the map. They cannot directly effect one another without defined Abilities or Behaviors.
Units are not displayed in game, but instead have linked Actors which create the video and audio effects.
Name - The name displayed for the unit ingame
ID - The unique string used for refferencing that unit
Object Family - The location in the editors organizational trees
Race - The race for which the unit is assigned
- Characters - Objects used for cinematics
- Destructable - Typically neutral objects that can be attacked and destroyed, but cannot be commanded.
- Hero - More important objects that are usually unique to each game.
- Items - Game objects collected by other units or used as placeholders for inventories.
- Projectile - Objects that are used within the execution of an effect, often simply for visual effect.
- Props - Objects used for cinematics
- Resourse - Neutral objects, typically structures, that affects reasourse or other strategic assets.
- Structure - Mostly stationary objects central to user interaction.
- Unit - Mostly non-staionary objects central to user interaction.
- Abilities - An ordered list of available abilities
- Command Card - The layout and function of up to 4 command cards for the unit
- AI Build Category - How the computer will incorporate the unit into its infrastructure
- (Typically used for Structures Only)
- AI Evaluation - The unit type the AI will recognize the unit as
- Add On Offset X - The x location of the unit relative to the unit it is added
- Add On Offset Y - The y location of the unit relative to the unit it is added
- Add On Units - The list of behaviours applied to the unit when added to a specific unit type
- Behaviours - The list of behaviours the unit is created with
- Built On - The unit type the unit must be placed on
- Damage Dealt (Veterancy) - The experience gained per damage dealt
- Damage Taken (Veterancy) - The experience gained per damage taken
- Resource Drop Off - The resources that can be returned to this unit
- Resource State - Whether resources held by this unit require an additional unit to be harvested
- Recourse Type - The resources held by this unit
- Response - The units response to being damaged
- Units with the response Acquire, but have no weapon, will flee
- Life Regeneration - Amount of health regenerated by a unit per game second