DO/ARM

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(New page: .ARM (army) files contains a list of regiments, their status, and some army data and statistics. The same format is used for multiplayer armies, single player mission enemy armies and save...)
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Original ARM file into, taken from DOC111. It is older than Smurf and Mikademus' DOC project, though.
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.ARM (army) files contains a list of regiments, their status, and some army data and statistics. The same format is used for multiplayer armies, single player mission enemy armies and save games. Edit by Mikademus' DOS WH2EDIT editor or Ghabry's forthcoming multi-platform Wh32Edit.
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<pre>
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-
***EDITING IN DARKOMEN***
+
 +
__TOC__
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What's in the file :
+
==Header==
-
Editing unit stats.
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The header of a army-file has a size of 192 bytes. Example (Allied1.arm):
-
Editing gold and magic items in the savegame files.
+
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Editing gold amount that can construct multiplayer armies with (eg 9000).
+
-
NOTE : you need a hexeditor (or you can use debug if proficient with it) to make
+
<div style="white-space:nowrap; overflow:hidden; font-family:courier;border:2px solid gray; margin:1em; padding:1em; background:black; color:rgb(200,200,200);width:auto;">
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      use of all this info.
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<p><span style="background:gray;">9E 02 00 00</span> <span style="background:CornflowerBlue">04 00 00 00</span> <span style="background:purple;">BC 00 00 00</span> <span style="background:CadetBlue;">01 00 00 00</span> <span style="margin-left:1em;background:gray;">670</span> <span style="background:CornflowerBlue">No. of Units</span> <span style="background:purple;">Size of Unit (188bytes)</span> <span style="background:CadetBlue;">Race (see below)</span><br />
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Not to be used unscrupulously!
+
15 00 <span style="background:GoldenRod;color:black;">00 F8 02 00 E6 83 03 00 65 00 00 00 00 00</span> <span style="margin-left:1em;background:GoldenRod;color:black;">Regiment Name</span><br />
 +
<span style="background:GoldenRod;color:black;">00 00 00 00 90 20 52 F7 35 01 39 01 02 00 79 00</span><br />
 +
00 00 <span style="background:DarkGreen;">5B 42 4F 4F 4B 53 5D 5C 68 73 68 69 65 6C</span> <span style="margin-left:1em;background:DarkGreen;">Path+Name of Small Banner Graphics File</span><br />
 +
<span style="background:DarkGreen;">64 2E 73 70 72</span> 00 00 00 04 00 06 01 00 00 2A 01<br />
 +
E7 05 <span style="background:DarkBlue;">5B 42 4F 4F 4B 53 5D 5C 68 67 62 61 6E 2E</span> <span style="margin-left:1em;background:DarkBlue;">Path+Name of Small Inactive Banner Graphics File</span><br />
 +
<span style="background:DarkBlue;">73 70 72</span> 00 F7 11 AC F8 E7 05 42 00 56 16 04 00<br />
 +
C4 84 <span style="background:brown;">5B 42 4F 4F 4B 53 5D 5C 68 6C 62 61 6E 2E</span> <span style="margin-left:1em;background:brown;">Path+Name of Large Banner Graphics File</span><br />
 +
<span style="background:brown;">73 70 72</span> 00 4E 23 7F 17 08 03 B7 1F 67 1F 0C 05<br />
 +
44 85 FB 00 <span style="background:Indigo;">64 00</span> <span style="background:DarkRed;">00 00 00 00 00 00 00 00 00 00</span> <span style="margin-left:1em;background:Indigo;">Money</span> <span style="background:DarkRed;">Magic Items</span><br />
-
If there's anything else I'm missing that's important then ask and thou may receiveth.
+
<span style="background:DarkRed;">00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00</span><br />
 +
<span style="background:DarkRed;">00 00 00 00 00 00 00 00 00 00 00 00 00</span> 00 <span style="background:blue;">DC 84</span> <span style="margin-left:1em;background:blue;">End of Header (not in every army file)</span><br />
 +
</p>
 +
</div>
 +
Races: 0=EMPIRE, 1=EMPIRE MULTIPLAYER; 2=GREENSKIN, 3=GREENSKIN MULTIPLAYER; 4=UNDEAD, 5=UNDEAD MULTIPLAYER
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**********************************************************************************
 
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* Location of unit stats in savegame files.
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==Regiment data==
-
savegame files at x:\darkomen\savegame\
+
Regiment data starts at offset 192 (in savegames offset 696). Every regiment block has a size of 188 bytes. Example first regiment from B403NME.ARM:
 +
<div style="white-space:nowrap; overflow:hidden; font-family:courier;border:2px solid gray; margin:1em; padding:1em; background:black; color:rgb(200,200,200);width:auto;">
 +
<p><span style="background:gray;">10 00</span> 00 00 <span style="background:CornflowerBlue">81 00</span> 00 00 <span style="background:purple;">00</span> <span style="background:CadetBlue;">00</span> <span style="background:DarkGreen;">00 00</span>  <span style="background:DarkBlue;">D5</span> 00 00 00 <span style="margin-left:1em;background:gray;">regiment status</span> <span style="background:CornflowerBlue">Unique Unit ID</span> <span style="background:purple;">Mage type</span> <span style="background:CadetBlue;">armour</span> <span style="background:DarkGreen;">cost</span> <span style="background:DarkBlue;">banner</span><br />
-
* Location of multiplayer unit files = X:\darkomen\gamedata\2parm\
+
<span style="background:brown;">20 00 00 00</span> <span style="background:DarkSlateGray;">30</span> 00 <span style="background:GoldenRod;color:black;">4E 69 67 68 74 20 47 6F 62 6C</span> <span style="margin-left:1em;background:brown;">Regiment attributes</span> <span style="background:DarkSlateGray;">sprite</span> <span style="background:GoldenRod;color:black;">Unit name</span><br />
 +
<span style="background:GoldenRod;color:black;">69 6E 73 20 23 31 00 00 00 00 00 00 00 00 00 00<br />
 +
00 00 00</span> 00 00 00 <span style="background:Indigo;">21</span> 00 <span style="background:DarkRed;">80</span> <span style="background:SteelBlue;"><span style="color:white;">1B</span> <span style="color:yellow;">1B</span> <span style="color:Cyan;">05</span></span> 00 00 00 00 <span style="margin-left:1em;background:Indigo;">name ID</span> <span style="background:DarkRed;">alignment</span> <span style="background:SteelBlue;"><span style="color:white;">max units</span> <span style="color:yellow;">alive units</span> <span style="color:Cyan;">ranks</span></span><br />
-
hu_allmp.aud for human armies.
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<span style="background:green;">04 02 03 03 03 01 02 01 05</span> <span style="background:RoyalBlue;"><span style="color:white;">00</span> <span style="color:LightGray;">01</span> <span style="color:yellow;">01</span> <span style="color:Gold;">0B</span> <span style="color:LightCyan;">04</span> <span style="color:Cyan;">00</span></span> 00 <span style="margin-left:1em;background:green;">Sldr attr</span> <span style="background:RoyalBlue;"><span style="color:white;">mount</span> <span style="color:LightGray;">armour</span> <span style="color:yellow;">weapon</span> <span style="color:Gold;">unit type</span> <span style="color:LightCyan;">point value</span> <span style="color:Cyan;">missile</span></span><br />
-
gs_allmp.aud for greenskin armies.
+
-
ud_allmp.aud for undead armies.
+
-
(Note, in savegames the format is the same except there's some extra
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<span style="outline:1px solid red;">01</span> 00 00 00 <span style="background:DarkSlateGray;color:White;">30</span> 00 <span style="background:Gainsboro;color:black;">78 00 00 00 00 00 00 00 00 00</span> <span style="margin-left:1em;background:DarkSlateGray;color:White;">leader sprite</span> <span style="background:Gainsboro;color:black;">leader name</span><br />
-
values used which aren't important)
+
<span style="background:Gainsboro;color:black;">00 00 00 00 00 00 00 00 00 00 00</span> 00 00 00 00 00 <br />
 +
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 <span style="background:blue;">04</span> <span style="margin-left:1em;background:blue;">Leader attributes</span><br />
-
----
+
<span style="background:blue;">03 04 04 03 01 03 02 05</span> <span style="background:RoyalBlue;"><span style="color:black;">00</span> <span style="color:White;">01</span> <span style="color:LightGray;">01</span> <span style="color:black;">00</span> <span style="color:black;">00</span> <span style="color:LightCyan;">00</span></span> 00 00 <span style="margin-left:1em;background:RoyalBlue;"><span style="color:black;">ld.mnt</span> <span style="color:White;">ld.armr</span> <span style="color:LightGray;">ld.wpn</span> <span style="color:black;">ld.tpe</span> <span style="color:black;">ld.pnt</span> <span style="color:LightCyan;">ld.mssl</span></span><br />
-
after byte "DC 84" the first unit starts
+
<span style="outline:1px solid red;">00</span> 00 <span style="background:SaddleBrown;">89</span> 00 <span style="background:DarkKhaki;color:white;">00 00 00 00</span> <span style="background:DarkKhaki;color:yellow;">00 00 00 00</span> <span style="background:DarkGreen;">B8 0B</span> <span style="background:Orange;color:black;">00</span> <span style="background:Pink;color:black;">00</span> <span style="margin-left:1em;background:SaddleBrown;">Leader 3D head</span> <span style="background:DarkKhaki;color:white;">X position</span> <span style="background:DarkKhaki;color:yellow;">Z position</span> <span style="background:DarkGreen;">XP</span> <span style="background:Orange;color:black;">Dupl ID</span> <span style="background:Pink;color:black;">Min armour</span><br />
-
EXAMPLE :
+
<span style="background:DarkGoldenRod;">FF FF</span> <span style="outline:1px solid green;background:DarkGreen;"><span style="background:Green;">FF FF</span> FF FF <span style="background:Green;">FF FF</span> FF FF <span style="background:Green;">FF FF</span> FF FF <span style="background:Green;">FF FF</span></span> <span style="margin-left:1em;background:DarkGoldenRod;">magic book</span> <span style="outline:1px solid green;background:DarkGreen;">item slots</span> <br />
-
AA AA 00 00  BB 00 00 00  CC DD EE EE  FF 00 00 00
+
<span style="outline:1px solid green;background:DarkGreen;">FF FF</span> 00 00 <span style="outline:1px solid red;">00</span> 00 <span style="outline:1px solid red;">00</span> <span style="background:blue;">00</span> 00 00 00 00 .. .. .. .. <span style="margin-left:1em;background:blue;">Book profile</span><br />
-
GG GG GG GG  HH 00 un un  un un un un  un un un un 
+
</p>
-
un un un un  un un un un  un un un un  un un un un
+
</div>
-
un un un 00   00 00 II 00  JJ KK KK KK  00 00 00 00
+
-
S1 S1 S1 S1  S1 S1 S1 S1  S1 LL LL LL  LL LL LL 00 
+
-
00 MM 00 00  NN 00 hn hn  hn hn hn hn  hn hn hn hn
+
-
hn hn hn hn  hn hn hn hn  hn hn hn 00  00 00 00 00 
+
-
00 00 00 00  00 00 00 00  00 00 00 00  00 00 00 S2 
+
-
S2 S2 S2 S2  S2 S2 S2 S2  00 PP PP 00  00 PP 00 00 
+
-
QQ 00 RR 00  ?1 00 ?2 00  ?3 00 ?4 00  SS SS TT UU 
+
-
FF FF FF FF  FF FF FF FF  FF FF FF FF  FF FF FF FF 
+
-
FF FF 00 00  00 ?6 00 ?7  VV 00 00 00
+
-
BYTE MEANINGS :  
+
:For an explanation of values for <span style="color:rgb(200,200,200);background:DarkSlateGray;">sprite</span> and <span style="background:DarkSlateGray;color:White;">leader sprite</span>, see <a href="/do/Sprites" title="Sprites">Sprites</a>.
-
AA AA = 11 00 = unit with you. 10 00 = don't have unit...
 
-
BB = meaningless I think.
 
-
CC = Mage number? (see below).
 
-
DD = Number of armour shield slots.
 
-
EE EE = Unit cost (see below).
 
-
FF = Banner.
 
-
GG GG GG GG = Psycholgy/Special abilities (see below).
 
-
HH = Unit sprite.
 
-
un = Unit name (can't be seen on opponent's computer in battle only yours)
 
-
II = Unit name.
 
-
JJ = 00 if good, 80 if eveil, 40 if neutral (eg traders).
 
-
KK KK KK = Number of men in unit total/Number of men in unit alive/Number of Ranks.
 
-
S1 = Stats of men/crew (see below).
 
-
LL = see below.
 
-
MM = 02 or FF, ?? (probably not important).
 
-
NN = Hero sprite.
 
-
hn = hero name (don't bother with this).
 
-
S2 = Stats of leader/artillery (see below).
 
-
PP = leader's armour/leader's weap/leader's(or artillery) missile.
 
-
QQ = 00 or FF ?? (probably not important).
 
-
RR = 3d head of leader.
 
-
?1, ?2... = used in singleplay for unit positioning/aren't important.
 
-
SS SS = Experience.
 
-
TT = Unit number in book for duplicates. eg 1st Dwarves have 01, 2nd Dwarves have 02...
 
-
UU = Number of gold (initial and unsellable) shields.
 
-
18 FF's = mage book/magic item slots (see below).
 
-
VV = Profile in book. (banner/leaderhead/picture)
 
 +
==Soldier and leader attributes==
-
**************************************************************************************
 
 +
Mv WS BS S T W I A Ld (Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks, Leadership)
-
CC : (Mage number ?)
+
==Regiment attributes==
-
2 = Necromancer, Night Goblin Shaman(multi), Orc Shaman(multi), Night Goblin Champion Shaman
+
Regiment attributes are physical and psychological abilities or disadvantages of entire regiments. Attributes are stored in the regiment block at bytes 16-19. The different values are flags mapped to bits in four bytes (thus 32 unique attributes are possible).
-
3 = Orc Champion Shaman
+
-
4 = Vamp lord, Master Necromancer, Orc Master Shaman
+
-
5 = Necromancer Lord, Mannfred von Carstein, Hand Of Nagash, Dread King, Orc Shaman Lord
+
-
    Note - Seems to have no effect at all. Most mages in multi have 2 regardless of level.
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{{Transclude|DO/ARM/Regiment attributes}}
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          - But is necessary for unit to cast spells. This and a mage book.
+
-
Unit Cost :
 
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01 00 = 3    (1 * 3)
+
[[Category: Modifications]]
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10 00 = 48  (10 h or 16 * 3)
+
-
00 01 = 768  (100 h or 256 * 3)
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-
00 10 = 12288 (1000 h or 4096 * 3)
+
-
 
+
-
 
+
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Psychology/Special abilities :  
+
-
 
+
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-Only sure on some of these. Just check values of the real units.
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-Used for Hate Greenskins, Hate dwarves, Cause fear, Fear elves, Never break/Immune to psych,
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          Maybe Double wounds from fire, 360 degree vision, Ignore terrain, Magic resistance,
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          Cannot be engaged and others.
+
-
 
+
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+
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Statistics :
+
-
 
+
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1st = Movement, 2nd = Weapon skill, 3rd = Ballistic skill, 4th = Strength,
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-
5th = Toughness, 6th = Wounds, 7th = Initiative, 8th = Attacks, 9th = Leadership.
+
-
 
+
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    Note - normal values from 0 - A (10).
+
-
 
+
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LL :
+
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+
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1st byte - 00 if not cavalry, 01 if have horse mount. 02 if boar.
+
-
2nd byte - Armour type (see below).
+
-
3rd byte - Weapon type (see below).
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-
4th byte - Unit type (see below).
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5th byte - PntVal (not really important I think...use value from similar unit)
+
-
6th byte - Missile weapon (see below).
+
-
 
+
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    Note : hero only needs armour, weapon and missile.
+
-
 
+
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Armour :
+
-
 
+
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00 = No shields.
+
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01 = 1 shield.
+
-
02 = 2 shields.
+
-
03 = 3 shields.
+
-
04 = 4 shields.
+
-
06 = 3 shields and Regenerate.
+
-
07 = 2 shields and ???                  (Treeman's 'armour')
+
-
08 = Wraith's 'armour' with no shields  (Normal weapon immunity I believe)
+
-
11 = 2 shields.
+
-
12 = 3 shields.
+
-
13 = 4 shields.
+
-
15 = 5 shields.
+
-
 
+
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      Note - the 11 to 15 are only used for mounted units.
+
-
 
+
-
 
+
-
Weapons :
+
-
 
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00 = Hands/Claws      (nothing special I think)
+
-
01 = Sword            (nothing special)
+
-
02 = Two handed sword  (+2 S, strike last)
+
-
03 = Halberd or Spear  (probably + 1 S)
+
-
04 = Flail            (+2 S first round)
+
-
05 = Wight blade      (does 1-3 wounds, magical)
+
-
 
+
-
 
+
-
Unit type :
+
-
 
+
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-affects horse or arrows pic in top right corner of profile
+
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-affects replacement cost for a man and armour increase.
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-affects special rules for unit on battlefield.
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-
 
+
-
Human Infantry = 08
+
-
Wood Elf infantry = 09
+
-
Dwarf Infantry = 0A
+
-
Night Goblins = 0B
+
-
All undead on foot = 0D
+
-
Ogres = 0F
+
-
Human Cavalry = 10
+
-
Skeleton horsemen/Black grail = 15
+
-
Mercenary Crossbowmen  = 18
+
-
Wood Elf Archers = 19
+
-
Night Goblin Archers = 1B
+
-
Skeleton archers = 1D
+
-
Human artillery = 20
+
-
Skull catapult = 25
+
-
Human Wizards = 28
+
-
Undead wizards = 2D
+
-
Dread King = 35
+
-
Monsters = 37
+
-
Undead Chariot/Hand of Nagash = 3D 
+
-
 
+
-
  Note - Chariot has some unpredicatable effects including :  Cause crash when click on many
+
-
          parts of chariot unit icons in book, don't click on it at all! ; replacements cost is
+
-
          screwed ; Doesn't auto-deploy ; crash when give items sometimes or just when buy item
+
-
          and try to give to someone else ; can be used in battle though. 
+
-
        - Unit type normally affects the sound they make when for example they CHARGE!
+
-
 
+
-
 
+
-
Missile weapons :
+
-
 
+
-
07 = Short Bow    (tiny range...about same as pistol!)
+
-
08 = Normal Bow    (average range)
+
-
09 = Elven bow    (great range, more than crossbow I think)
+
-
0A = Crossbow
+
-
0B = Pistol
+
-
0C = Cannon
+
-
0D = Mortar
+
-
0E = Steam tank cannon (shorter range)
+
-
0F = Rock lobber
+
-
10 = Ballista
+
-
11 = Screaming skulls
+
-
 
+
-
Note: -giving missile ability to a unit requires that they have an 'archer' unit type ;
+
-
              and a missile weapon. But remember, most units that aren't units wouldn't have
+
-
              a 'shooting frame' for the sprite and so the game may crash...or you might see
+
-
              their death frame instead when shooting!     
+
-
 
+
-
 
+
-
 
+
-
Unit Level and Skulls :
+
-
 
+
-
70 17 = lev 4  (1770h = 6000 xp)
+
-
B8 0B = lev 3  (0BB8h = 3000 xp)
+
-
E8 03 = lev 2  (03E8h = 1000 xp)
+
-
00 00 = lev 1  (0000h = 0000 xp)
+
-
 
+
-
 
+
-
 
+
-
Magic item/Mage Book slots :
+
-
 
+
-
1st 2 bytes determine which spells mage has. 
+
-
 
+
-
1600 = Bright Book
+
-
1700 = Ice Book
+
-
1800 = Waaagh Book
+
-
1900 = Dark Book 
+
-
 
+
-
or any of the "FF FF" bytes can have the following for magic items.
+
-
 
+
-
0100 = Grudgebringer
+
-
0200 = Skabskrath
+
-
0300 = Runefang
+
-
0400 = Hellfire
+
-
0500 = Storm Sword
+
-
0600 = Lightning Bolt  - don't use this one as causes crashes.
+
-
0700 = Spelleater Shield
+
-
0800 = Dragon Helm
+
-
0900 = Shield of Ptolos
+
-
0A00 = Enchanted Shield
+
-
0B00 = Heart of Woe
+
-
0C00 = Potion of Strength
+
-
0D00 = Horn of Urgok
+
-
0E00 = Ring of Volans  - can be selected but won't perform any action.
+
-
0F00 = Banner of Arcane Warding
+
-
1000 = Banner of Wrath
+
-
1100 = Banner of Defiance
+
-
1200 = Mork's War Banner
+
-
1300 = Staff of Osiris
+
-
1400 = Wand of Jet
+
-
1500 = Book of Ashur
+
-
 
+
-
 
+
-
    Note - A unit needs a book number and the mage number to cast spells. Mage unit type isn't
+
-
          necessary like for shooting missiles. And sprite errors will also NOT occur if
+
-
          the unit doesn't have a spellcasting anim. The guy just doesn't move :) Pretty sure
+
-
          of this...well at least for some sprites.
+
-
        - Don't put a spell book it the other item slots (afters the first one) otherwise a
+
-
          crash will more thatn likely occur when selecting the 'book' item.
+
-
 
+
-
**********************************************************************************
+
-
 
+
-
GOLD LOCATION IN SAVEGAME FILES :
+
-
 
+
-
offset : 00028C to 00028D  (2 bytes)
+
-
 
+
-
MAGIC ITEMS LOCATION IN SAVEGAME FILES :
+
-
 
+
-
offset : offset : 00028E to 0002XX (1 byte each)
+
-
 
+
-
***********************************************************************************
+
-
 
+
-
 
+
-
To change gold amount that you can construct multiplayer armies with :
+
-
 
+
-
In engrel.exe.
+
-
 
+
-
offset 0043FC - D  for 9000 pts selection = normally 28 23
+
-
offset 00440C - D  for 7000 pts selection = normally 58 1B
+
-
offset 00441C - D  for 5000 pts selection = normally 88 13
+
-
offset 00442C - D  for 3000 pts selection = normally B8 0B
+
-
 
+
-
 
+
-
 
+
-
***********************************************************************************
+
-
 
+
-
Compiled by Thorgrim (thorgrim@iinet.net.au)</pre>
+

Revision as of 17:18, 31 January 2009

.ARM (army) files contains a list of regiments, their status, and some army data and statistics. The same format is used for multiplayer armies, single player mission enemy armies and save games. Edit by Mikademus' DOS WH2EDIT editor or Ghabry's forthcoming multi-platform Wh32Edit.

Contents


Header

The header of a army-file has a size of 192 bytes. Example (Allied1.arm):

9E 02 00 00 04 00 00 00 BC 00 00 00 01 00 00 00 670 No. of Units Size of Unit (188bytes) Race (see below)
15 00 00 F8 02 00 E6 83 03 00 65 00 00 00 00 00 Regiment Name
00 00 00 00 90 20 52 F7 35 01 39 01 02 00 79 00
00 00 5B 42 4F 4F 4B 53 5D 5C 68 73 68 69 65 6C Path+Name of Small Banner Graphics File
64 2E 73 70 72 00 00 00 04 00 06 01 00 00 2A 01
E7 05 5B 42 4F 4F 4B 53 5D 5C 68 67 62 61 6E 2E Path+Name of Small Inactive Banner Graphics File
73 70 72 00 F7 11 AC F8 E7 05 42 00 56 16 04 00
C4 84 5B 42 4F 4F 4B 53 5D 5C 68 6C 62 61 6E 2E Path+Name of Large Banner Graphics File
73 70 72 00 4E 23 7F 17 08 03 B7 1F 67 1F 0C 05
44 85 FB 00 64 00 00 00 00 00 00 00 00 00 00 00 Money Magic Items
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 DC 84 End of Header (not in every army file)

Races: 0=EMPIRE, 1=EMPIRE MULTIPLAYER; 2=GREENSKIN, 3=GREENSKIN MULTIPLAYER; 4=UNDEAD, 5=UNDEAD MULTIPLAYER


Regiment data

Regiment data starts at offset 192 (in savegames offset 696). Every regiment block has a size of 188 bytes. Example first regiment from B403NME.ARM:

10 00 00 00 81 00 00 00 00 00 00 00 D5 00 00 00 regiment status Unique Unit ID Mage type armour cost banner
20 00 00 00 30 00 4E 69 67 68 74 20 47 6F 62 6C Regiment attributes sprite Unit name
69 6E 73 20 23 31 00 00 00 00 00 00 00 00 00 00
00 00 00
00 00 00 21 00 80 1B 1B 05 00 00 00 00 name ID alignment max units alive units ranks
04 02 03 03 03 01 02 01 05 00 01 01 0B 04 00 00 Sldr attr mount armour weapon unit type point value missile
01 00 00 00 30 00 78 00 00 00 00 00 00 00 00 00 leader sprite leader name
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 04 Leader attributes
03 04 04 03 01 03 02 05 00 01 01 00 00 00 00 00 ld.mnt ld.armr ld.wpn ld.tpe ld.pnt ld.mssl
00 00 89 00 00 00 00 00 00 00 00 00 B8 0B 00 00 Leader 3D head X position Z position XP Dupl ID Min armour
FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF magic book item slots
FF FF 00 00 00 00 00 00 00 00 00 00 .. .. .. .. Book profile

For an explanation of values for sprite and leader sprite, see <a href="/do/Sprites" title="Sprites">Sprites</a>.


Soldier and leader attributes

Mv WS BS S T W I A Ld (Movement, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Attacks, Leadership)

Regiment attributes

Regiment attributes are physical and psychological abilities or disadvantages of entire regiments. Attributes are stored in the regiment block at bytes 16-19. The different values are flags mapped to bits in four bytes (thus 32 unique attributes are possible).

Transcluded from DO/ARM/Regiment attributes

Note: The Bits in this table are going from lowest to highest bit. So the lowest bit is 1 and the highest 8.

Bit BYTE 1 BYTE 2 BYTE 3 BYTE 4
1
Will never rout
Flagellants, steam tank and most undead have this
Immune to fear, can be routed
Most undead have this
Inflicting casualty causes fear
Screaming skull, undead chariot and Nagash has this
Goblin Flag (Trading Post Map only)
Only Night Goblins in B1_01 have this
2
Unused
Regenerates wounds
Only trolls have this
Cowardly
Only ghouls have this
Impervious to Magic
Only necromancer in B1_03 has this
3
Cause fear
Most undead have this
Never rally/regroup
Villagers and B1_04 Mage has this. When a regiment has been broken it will get the white flag immediately
Destroyed if routed
Wights, wraiths, zombies, Carstein and dummies have this
No retreat, no surrender!
No regiment uses this. Unit will never rout, retreat button without any use. Banner of Defiance and cheat code DONTMESSWITHME and Ctrl+C+I have the exact same effect
4
Cause terror
Black Grail, Dread King, Hand of Nagash and Wraiths have this
Always Pursue
No regiment has this; Regiment will follow retreating enemy until it is defeated
Flammable
Treeman and mummies have this
No Item slots
Treeman, scorpion, spider, and wraiths have this
5
Elf racial flag
Only elves have this
"Engine of War" Rule
Steam tank and goblin fanatics have this
360 Degree Vision
Only giant spider has this
Can't be selected
Only goblin fanatics have this
6
Goblin racial flag
Goblins and goblin fanatics have this
Indestructible
Only necromancer in B1_03 has this
Unit contains fanatics
Only goblin with fanatics has this
Fear Elves
Which unit has this- Goblins?
7
Hate Greenskins
Elves and treeman has this
Unused
Aetherial "racial" flag
Only wraiths have this
Unused
8
Unimpeded by difficult terrain
Elves, treeman, spider, black grail, skel horsemen and wraith
Suffer additional wounds
Only skeletons and training dummy have this.
Giant
Only Treeman has this
Unused
Certain and tested
Highly likely but not tested
Function basically undeterminable... :(
Guess and/or untested
I changed "psychology" to "attribute". I originally used the term psychology when I started mapping out the .arm files, and I thought that only the Warhammer psychology stuff (like hatred, saga animosity, fearless, etc) were stored there. But as also physical stuff like terrain striding etc are represented here "attributes" is a more descriptive term. Mikademus 23:24, 18 September 2008 (UTC)

I have started colour-coding the above table. Since it has been a while I am not certain which attributes I definitely determined and which I merely surmised. Ghabry is the the current authority on unit attributes, and I hope he will be able to complete the chart. Mikademus 12:43, 19 September 2008 (UTC)

Certain or likely flags

Flag #9 (byte 2 bit 1): In DO only skeletons have this set. It seems to be the undead army list rule that skeletons (which are immune to fear and don't take rout tests) take additional wounds from being pushed back

Flag #24 (byte 3 bit 8): This is an adaptation of Warhammer's special Screaming Skull Catapult rule. The Screaming Skulls fired by the catapult cause fear, so if even one casualty is dealt the receiving unit must take a rout test. Since Hand of Nagash also has this is is surmised that is is also used to give extra oomph to his attacks, and in extension, to the attack of any unit with this flag.

Uncertain flags

Flag #3 (byte 1 bit 3): Only goblins have this set. It could simply to indicate race, or it could be to indicate goblins' racial traits. The WHTTv4 rules about goblins are:

Races/Warhammer/Goblins/WHTT4

logo4thedminimalrn6.png

Relevant WHFB TT goblinoid rules v4. Goblins

  • have animosity toward other goblinoids
  • hate dwarves (and gnomes)
  • fear elves (of numbers > half the goblins)
  • and some special stuff about being led by snotlings and substituting spells.

Flag #4 (byte 1 bit 4): Only elves have this set. It could simply to indicate race, or it could be to indicate elves' racial traits. The WHTTv4 rules about elves are:

Races/Warhammer/Elves/WHTT4

logo4thedminimalrn6.png

Relevant WHFB TT v4 elves rules. Elves

  • are feared by Goblins if less than twice the numbers
  • have double encumbrance from armour

Wood elves

  • Suffer no movement or manoeuvre penalties in wooden areas
  • have 6" longer range with bows
  • and some special stuff about being substituting spells.

Are elves equipped with the same longbow (missile weapon type) as f.i. Helmgard Longbowmen? If so then we know that at least the additional distance rule applies.

Flag #18 (byte 3 bit 2): Only wraiths have this set. It could simply to indicate race, or it could be to indicate wraiths' special traits. The WHTTv4 rules about wraiths are:

Races/Warhammer/Wraiths/WHTT4

logo4thedminimalrn6.png

Relevant WHFB TT v4 wraith rules. Wraiths

  • are immune to all psychology (seems not to be true in DO)
  • cause fear 12" +2 in all living creatures regardless of size
  • can only be damaged by magic, magic weapons, daemons, or undead chill attacks
  • have chill attacks that automatically cause 1 wound, no save and no armour
  • are bound to a particular place and dematerialise if they leave this zone or the thing they're attached to is destroyed
  • can pass through any material obstacle unhindered

Flag #12 (byte 2 bit 4): This units can't fight in Closed Combat and can drive over other regiments while charging.

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