Last modified 8 months ago Last modified on 06/20/11 04:18:13

Location of Txt Files

Windows: C:\Program Files\Warzone 2100\mp.wz
Linux: /usr/share/games/warzone2100/mp.wz

This is a zip archive (it can be renamed to mp.zip and extracted), and contains a folder named /stats/ which contains the files mentioned below.

base.wz = Campaign
mp.wz = Multiplayer

All .txt files are in CSV format. This means that you can (and should) rename them to .csv files, then open them with a spreadsheet application such as Excel. Remember to rename them back to .txt when you are done.

If you are using Open Office, you can open the *.txt files directly in the Calc spreadsheet by choosing Text CSV in the Filter setting (scroll down) in the Open dialog.

Body.txt

Fields, from left to right in comma separated file:

BodyName, techLevel, size, buildPower, buildPoints, weight, bodyPoints, gfxFile, systemPoints, weaponSlots, powerOutput, front_kinetic_armor(*), front_thermal_armor(*), rear_kinetic_armor(*), rear_thermal_armor(*), left_kinetic_armor(*), left_thermal_armor(*), right_kinetic_armor(*), right_thermal_armor(*), top_kinetic_armor(*), top_thermal_armor(*), bottom_kinetic_armor(*), bottom_thermal_armor(*), otherGfxFile, designable
Value Description
BodyName Internal Name. In-game name is in names.txt
buildPower The price of the body.
buildPoints The buildpoints of a body, affects time to build. Buildtime = buildpoints/factory buildpoints per second
weight Weight of body; may affect droid speed.
bodyPoints HP of the body.
gfxFile Pie model of body.
systemPoints unused
weaponSlots Maximum number of weapons that can be installed on this body, can currently be up to 3.
powerOutput Power output of the engine, may affect droid speed.
[direction]_kinetic_armor the kinetic armor of [direction], anything but flame/laser/incendiary/firebomb/lassat is kinetic weapon and damages kinetic damage.
[direction*]_thermal_armor the thermal armor of [direction].
designable 1 = Body appears in design screen. 0 = It doesn't.

* The vechile can be hit from 6 diffrent directions(front, rear, left, right, top, bottom), and each of them can have separate armor values.

Body ID's

The Project New Paradigm Collective Nexus
Viper Body1REC Bug Body4ABT Leopard Body2SUP Retaliation Body3MBT
Cobra Body5REC Scorpion Body8MBT Panther Body6SUPP Retribution Body7ABT
Python Body11ABT Mantis Body12SUP Tiger Body9REC Vengeance Body10MBT
Super-Heavy
Wyvern Body13SUP Dragon Body14SUP

Weapons.txt

Fields, from left to right in comma separated file:

WeaponName, techLevel, buildPower, buildPoints, weight, hitPoints, systemPoints, body, GfxFile, MountGfx, muzzleGfx, flightGfx, hitGfx, missGfx, waterGfx, trailGfx, shortRange, longRange, shortHit, longHit, firePause, numExplosions, numRounds, reloadTime, damage, radius, radiusHit, radiusDamage, incenTime, incenDamage, incenRadius, directLife, radiusLife, flightSpeed, indirectHeight, fireOnMove, weaponClass, weaponSubClass, movement, weaponEffect, rotate, maxElevation, minElevation, facePlayer, faceInFlight, recoilValue, minRange, LightWorld, effectSize, surfaceToAir, numAttackRuns, designable, penetrate(*)
Value Description
WeaponName Internal Name. In-game name is in names.txt
TechLevel unused
buildPower The price of the weapon.
buildPoints The build points of a weapon; affects time to build. Buildtime = buildpoints/factory buildpoints per second
weight Weight of weapon; may affect droid speed.
hitPoints unused
systemPoints unused
body HP of the weapon. total HP = 1 + body HP x (100+propulsion HP)/100 + turret(s) HP
GfxFile Pie model of weapon body.
MountGfx Pie model of weapon barrel.
muzzleGfx Muzzle flash pie model displayed upon firing.
flightGfx Projectile pie model used by weapon.
hitGfx Impact pie model when it hits objects.
missGfx Miss pie model when it misses and hits ground.
waterGfx Water pie model when it misses and hits water.
trailGfx Weapon trail pie model during flight.
shortRange Range of weapon to use short-range accuracy (1/128 tiles).
longRange Range of weapon to use long-range accuracy (1/128 tiles).
shortHit Hit chance of shortRange shots.
longHit Hit chance of longRange shots.
firePause Pause between shots (1/10 seconds).
numExplosions unused
numRounds The number of rounds of a salvo weapon. (Ripple, angel etc). 0 = not a salvo weapon
reloadTime Time required to fully reload a salvo weapon. For non-salvo weapons, see firePause.
damage Weapon damage.
radius The splash radius of weapon.
radiusHit Chance to do splash damage.
radiusDamage Splash damage.
incenTime Time the target stays on fire (1/10 seconds).
incenDamage Incendiary damage per second target takes while being on fire.
incenRadius Splash radius of on-fire effect.
directLife Time to live after impact (flame weapon projectile)
radiusLife Splash's time to live after impact (flame weapon)
flightSpeed Velocity of weapon project (1/128 tiles per 1/10 second).
indirectHeight Indirect weapon flight height.
fireOnMove YES = fire on move without accuracy penalties; NO = impossible to fire on move; PARTIAL = fire on move with accuracy penalties
weaponClass Weapon class. HEAT or KINETIC. Controls which armor type the damage is reduced by.
weaponSubClass Weapon subclass. Controls which upgrades the weapon is affected by.
movement Weapon's movement type: DIRECT, INDIRECT, HOMING-DIRECT, and ERRATIC-DIRECT
weaponEffect Weapon type. Controls what targets it's effective against (modifiers).
rotate Turret rotation limits of weapon.
maxElevation Max pitch of turret. Range: [0,90]
minElevation Min pitch of turret. Range: [0,-90]
facePlayer YES = HitGfx, MissGfx and WaterGfx always face player view; NO = impact Gfx do not face player view
faceInFlight YES = projectile always face player view; NO = projectile always not face player view
recoilValue Recoil value of turret.
minRange Minimal range of indirect weapon.
LightWorld 1 = Lights up terrain around where it hits
effectSize Size(scale) of special/particle effects of weapon.
surfaceToAir 0 = ground only; 1 = air only; 100 = both
numAttackRuns Number of attack runs of vtol.
designable Whether weapon appears in design screen.
penetrate 1 = Projectile goes through target and can continue and damage objects behind it.

Weapon ID's

Machineguns
Machinegun MG1Mk1
Twin Machinegun MG2Mk1
Heavy Machinegun MG3Mk1
Assault Gun MG4ROTARYMk1
Twin Assault Gun MG5TWINROTARY
VTOL Machinegun MG1-VTOL
VTOL Twin Machinegun MG2-VTOL
VTOL Heavy Machinegun MG3-VTOL
VTOL Assault Gun MG4ROTARY-VTOL
Cannons
Light Cannon Cannon1Mk1
Medium Cannon Cannon2A-TMk1
Heavy Cannon Cannon375mmMk1
Twin Heavy Cannon Cannon400mmMk1
HPV Cannon Cannon4AUTOMk1
Assault Cannon Cannon5VulcanMk1
Twin Assault Cannon Cannon6TwinAslt
Plasma Cannon Laser4-PlasmaCannon
VTOL Cannon Cannon1-VTOL
VTOL HPV Cannon Cannon4AUTO-VTOL
VTOL Assault Cannon Cannon5Vulcan-VTOL
Flamers
Flamer Flame1Mk1
Inferno Flame2
Plasmite Flamer PlasmiteFlamer
Mortars
Mortar Mortar1Mk1
Bombard Mortar2Mk1
Pepperpot Mortar3ROTARYMk1
Incendiary Mortar Mortar-Incenediary
Howitzers
Howitzer Howitzer105Mk1
Ground Shaker Howitzer150Mk1
Hellstorm Howitzer03-Rot
Incendiary Howitzer Howitzer-Incenediary
Rockets
Mini-Pod Rockets Rocket-Pod
Mini-Rocket Artillery Rocket-MRL
Lancer Rocket-LtA-T
Bunker Buster Rocket-BB
Ripple Rockets Rocket-IDF
Tank Killer Rocket-HvyA-T
VTOL Mini-Pod Rockets Rocket-VTOL-Pod
VTOL Lancer Rocket-VTOL-LtA-T
VTOL Bunker Buster Rocket-VTOL-BB
VTOL Tank Killer Rocket-VTOL-HvyA-T
Missiles
Scourge Missile Missile-A-T
Angel Missile Missile-MdArt
Archangel Missile Missile-HvyArt
VTOL Scourge Missile Missile-VTOL-AT
Avenger SAM Missile-LtSAM
Vindicator SAM Missile-HvySAM
Rail Guns
Needle Gun RailGun1Mk1
Rail Gun RailGun2Mk1
Gauss Cannon RailGun3Mk1
VTOL Needle Gun RailGun1-VTOL
VTOL Rail Gun RailGun2-VTOL
Lasers
Flashlight Laser3BEAMMk1
Pulse Laser Laser2PULSEMk1
Heavy Laser HeavyLaser
VTOL Flashlight Laser3BEAM-VTOL
VTOL Pulse Laser Laser2PULSE-VTOL
VTOL Heavy Laser HeavyLaser-VTOL
Stormbringer AA Laser AAGunLaser
Anti-Air
Whirlwind AA Turret QuadRotAAGun
Cyclone Flak Turret AAGun2Mk1
Hurricane AA Turret QuadMg1AAGun
VTOL Bombs
VTOL Cluster Bombs Bomb1-VTOL-LtHE
VTOL Phosphor Bombs Bomb3-VTOL-LtINC
VTOL Thermite Bombs Bomb4-VTOL-HvyINC
VTOL HEAP Bombs Bomb2-VTOL-HvHE
VTOL Plasmite Bombs Bomb5-VTOL-Plasmite
Electronical Weapons
Nexus Link Turret SpyTurret01
EMP Cannon EMP-Cannon
EMP Mortar MortarEMP
EMP Missile Launcher Bomb6-VTOL-EMP
Command Turrets
Command Turret I CommandTurret1
Command Turret II CommandTurret2
Command Turret III CommandTurret3
Command Turret IV CommandTurret4

Templates.txt

Value Description
templateName Internal name of the template.
templateID Template ID, only used by specific scripting functions it seems. Needs to be unique?
compBody The internal name of body used by this template.
compBrain The internal name of the commander turret used by this template. NULL if not commander template.
compConstruct The internal name of the truck turret used by this template. NULL if not truck template.
compECM The internal name of the ECM turret used by this template. NULL if not ECM.
Available YES/NO ,defines whether the template can be built by human player.
compPropulsion The internal name of propulsion used by this template.
compRepair The internal name of the repair turret used by this template. NULL if not repair template.
type Type of the template, DROID, CYBORG, TRANSPORTER or PERSON (tank, cyborg, transport or scavenger)
compSensor The internal name of the sensor used by this template. Controls visibility radius for non-sensor-turret units.
numWeapons The number of weapons of this template, needs to correspond assignweapons.txt's weapon assignments.

Assignweapons.txt

This file contains weapons to be placed on template units.

Value Description
TemplateName The internal name of template to assign weapon(s) to. The template must exist in templates.txt.
Weapon1Name The internal name of the 1st weapon.
Weapon2Name The internal name of the 2nd weapon.
Weapon3Name The internal name of the 3rd weapon.
player The player/faction id of the template (same as in templates.txt), but it's obsolete in MP/Skirmish.

Structures.txt

Fields, from left to right in comma separated file:

StructureName, type, techLevel, strength, terrainType, baseWidth, baseBreadth, foundation, buildPoints, height, armourValue, bodyPoints, repairSystem, powerToBuild, dummyVal1, resistance, dummyVal2, sizeModifier, ecmType, sensorType, weapSlots, GfxFile, baseIMD, numFuncs, numWeaps
Value Description
StructureName The internal name of the structure.
type Type of the structure: DEFEND, FACTORY, POWER GENERATOR, WALL, CORNER, DOOR etc.
techLevel unused
strength Armor type of the structure, SOFT, MEDIUM, HARD, BUNKER. Controls which weapon types it's effective against.
terrainType ???
baseWidth Number of Y tiles used by this structure. Size on map = baseWidth * baseHeight
baseBreadth Number of X tiles used by this structure. Size on map = baseWidth * baseHeight
foundation unused
buildPoints The build points of a structure; affects time to build. Buildtime = buildpoints/truck buildpoints per second
height The height of the structure. Affects whether or not it can fire over walls.
armourValue Armor against both kinetic and thermal weapons.
bodyPoints HP of the structure.
repairSystem The internal name of repair turret. NULL if not repair facility.
powerToBuild Price of this structure.
dummyVal1 unused
resistance Resistance points to NEXUS convert/capture weapons.
dummyVal2 unused
sizeModifier unused
ecmType The internal name of ECM turret. NULL if not ECM tower.
sensorType The internal name of sensor component. Affects visibility range; can be sensor turret.
weapSlots The number of weapons that can be installed on this structure, current MAX is 4. Might be obsoleted by numWeaps.
GfxFile The pie model name used by this structure.
baseIMD The base pie/texture below the structure.
numFuncs The number of functionalities of a structure.
numWeaps The number of weapons that can be installed on this structure, current MAX is 4.

structureweapons.txt

This file contains weapons to be placed on structures.

Value Description
StructureName The internal name of structure to assign weapon(s) to. The structure must exist in structures.txt.
Weapon1Name The internal name of the 1st weapon.
Weapon2Name The internal name of the 2nd weapon.
Weapon3Name The internal name of the 3rd weapon.
Weapon4Name The internal name of the 4th weapon.
dummyValue unused

research.txt

Value Description
Name The internal name of the research topic
Tech level unused
Subgroup icon ID Left research icon
Tech Code Zero if major tech, one if minor tech. Affects whether or not "Major research completed" is played, and whether or not it appears in Intelligence.
Icon ID Right research icon.
IMD name IMD to display for tech
IMD2 name unused
msgName Message in Intelligence screen for tech; must be zero for minor techs
struct name if non-zero, use this for research graphics
comp name if non-zero, use this for research graphics
comp type if previous was non-zero, indicate what type of component it s
Research points Points cost to research it (price = points/32, capped at 450)
keyTopic Is it a key topic? Visual effect only.
PR required Number of prerequisites required
Function results Number of functions associated with it
Structures Number of structures that are prerequisites for this tech
Redundant structures Number of structures that are made redundant as a result
Structure results Number of structures that are made available to build as a result
Redundant components Numbber of components that are made redundant as a result
Components results Number of components that are made available for design as a result

propulsion.txt

Value Description
Propulsion name Internal name
Ignored unused
Build power Price of propulsion.
Build points Affects time to build. Build time = build points / factory build points per second
Weight Affects speed
Ignored unused
Ignored unused
Body points Percentage of body HP added to droid HP
IMD name IMD in design/research list
Propulsion type One of Half-Tracked, Hover, Wheeled, Tracked, Legged, Lift, or Jump
Max speed Maximum speed
Designable Can it be designed.

bodypropulsionimd.txt

This file matches bodies to propulsion graphics. This is important because some bodies need diffrent propulsion graphics.

Value Description
Body name From body.txt
Propulsion name From propulsion.txt
Left IMD IMD of left side
Right IMD Optional; if not present, left is used instead.
Ignored unused

sensors.txt

Value Description
sensor name Internal name
Ignored unused
build power Price of sensor
build points Time to build/manufacture
weight Affects speed
Ignored unused
Ignored unused
body points HP of sensor
model graphics file Graphics
mount graphics file Graphics
range View range (1/128 tiles)
location one of TURRET (add-on) or DEFAULT (built-in)
type one of STANDARD, INDIRECT CB, VTOL CB, VTOL INTERCEPT, or SUPER
Ignored unused
sensor power Sensor power. How much ECM power it can overcome.
designable? Can it be designed.

features.txt

Value Description
Internal Name Internal name of the feature
Width Width of the feature (x-axis)
Breadth Breadth/length of the feature (z-axis)
Damagable Whether or not the feature is damagable, if set to 0, the 'x' cursor will appear instead of the 'attack' cursor.
Armour Armour of the feature, similar to armour used on buildings.
Body Points HP of feature
Gfx File Name of feature graphics file |
Type Type of feature (can be: GENERIC ARTEFACT, OIL RESOURCE, BOULDER, VEHICLE, BUILDING, OIL DRUM, TREE or SKYSCRAPER (all other types are unused))
TileDraw unused
AllowLOS (LOS=Line Of Sight) Whether of not units and structures can see through them and shoot at objects behind them
VisibleAtStart Whether or not the feature is visible even if you haven't explored that area of terrain yet

construct.txt

Value Description
Name Internal name of turret
Level unused
Cost Cost of turret
Build points (BP) BP of turret. Affects time to build unit.
Weight Weight of turret
? ?
? ?
Hit Points (HP) HP of turret. Affects vechile HP.
Turret GFX Pie file of turret graphics
? GFX ?
Build points (BP) Build points of a turret. Affects time to build structures. Build time = Structure BP / Truck BP
Designable Is turret designable

repair.txt

Value Description
Name Internal name of turret
Level unused
Cost Cost of turret
Build points (BP) BP of turret. Affects time to build unit.
Weight Weight of turret
? ?
? ?
? ?
Type Type of repair. Can be DEFAULT(Internal- f.e.Auto Repair) or TURRET(External-f.e. Heavy Repair Turret).
Turret GFX Pie file of turret graphics
Mount GFX Pie file of mount graphics
Build points (BP) BP per second. Affects time to repair. 1 BP = 1 HP
RepairSpeed How fast it repairs; time = 1/10 seconds
Designable Is turret designable