Deus Siddis wrote:So I am separating units.csv into the sections and in the process I have turned up many questions in need of answers--
1) Should I make the ships fully upgrade based on the data end as part of this process? Is there much sense in, for example, the CSV file for ships/stations having columns for armor or reactors if these will be exclusively handled by upgrades in the near future?
That would be a bigger task. Making them fully upgrade-based should be left for later.
Deus Siddis wrote:2) How does the tractorability column work? What does this string "pPil" that shows up in it mean?
It defines who can tractor who. I don't remember the exact semantics, but
checking the source, having a "p" there (upper or lower) allows pushing of said unit, where having an "i" (upper or lower) allows capturing (tractoring *i*n).
I remember there were some caveats (ie: there are some rules about capturing that go beyond the flags), but I don't remember the details, and in essence that's that.
Deus Siddis wrote:3) Does the object_type column do anything in the engine?
I have no idea. Lets assume it does.
Deus Siddis wrote:4) Do turrets really need armor? Without armor, can their mounted weapons be destroyed on the first shot, even if they have immense hull strength?
Hull hits can result in weapon damage, so yes, I'd imagine they'd have armor. More armor than hull, in fact, if battleships are any indication.
Deus Siddis wrote:5) What effect does collide_subunits have on turrets if it is True?
I think it's primarily geared towards asteroid fields (where you want subunit collisions). In any case, that's part of the "primary" data set (ie, all units need it, it's like a global config), along with tractorability, unit type, and who knows what else.
Deus Siddis wrote:6) Which column defines Rlaan armor as regenerating?
I don't think there's such a thing. Is there?
Deus Siddis wrote:And finally what do all of the following columns mean in the first place:
wormhole
bsp_mesh
rapid_mesh
hud_functionality
max_hud_functionality
sound
explosion
net_comm
num_chunks
chunk_0
Lets see... not sure what wormhole, num_chunks, chunk_0 or net_comm are. bsp and rapid mesh are collision meshes, if there are any. Not sure what the difference among those is. It's geometry. Functionality ones are damage values, I don't think they should be on the CSV, but I'm not sure they're removable either. They should be (all ones should be the default), but I cannot confirm this right now.
sound, I think, is the engine sound file. I'd like to replace it with a structure with different sounds for different events and stuff like that, but it's not the time for that yet.
explosion should be self-explanatory. It's the explosion animation. I think there's a per-faction default.