The module.config file is the main entry point to describe bundle content.
Comments in the module.config file have to start on a new line using a hash '#' character to denote a comment. Elements such as sound effects, nations, unit schemas and such can be referenced by their ID-number. The first element has ID-number 1, the second element ID-number 2 and so on. For names or texts that contain spaces ' ' use underscore '_' instead. Instead of “Roman Empire” write “Roman_Empire”. The underscore will be translated to a space internally.
For images, sound and music assets have a look at the asset specifications.
Lists the sound effects (i.e. unit movement sound, attack sound etc.) to be used in the game.
effect: <name> type: <type> tune: <file> effect-end!
Lists the background music to be played during the game. Several files can be defined which will be played after each other.
melody: <name> tune: <file> melody-end!
Defines the items available in the game such as Gold, Wood, Iron, Stone and Food. Everything besides “cash” (in most cases named “Gold”) is optional. “cash” is required!
matter: <name> <color> type: <type> icon: <icon> matter-end!
The different combat modalities employed for the various troop types. Examples include “Melee”, “Archer” etc.
combat: <name> icon: <icon> view: <view> combat -end!
Defines the nature tile such as Stone, Soil (for Farmland), Fishgrounds, Construction Ground etc.
Please note that pines, trees, rivers etc. cannot be configured via modules/bundles but are fixed. They all use a fixed color-ID (see LEGEND) when creating maps.
nature: <name> type: <type> view: <view> tune: <tune> nature-end!
Lists the research items & traits (i.e. Woodworking, Farming III, Trait Barbarian) to be used in the game.
invent: <name> desc: <desc> type: <para> view: <view> invent-end!
Lists the available city/harbor-structures.
estate: <name> desc: <desc> type: <type> view: <view> estate-end!
Lists decrees that can be made available in a city/harbor (“civ”).
nation: <name> desc: <desc> type: <type> icon: <icon> nation-end!
Lists the groups for team-play (i.e. “Roman Alliance”).
nation: <name> <name-plural> <color> icon: <icon> flag: <flag> nation-end!
Lists the available elements (i.e. swordsmen, villages, farms, bridges, etc.) to be used in the game.
schema: <name> spec: <schema-spec> spec-end! view: <schema-view> view-end! hear: <schema-hear> hear-end! area: <schema-area> area-end! schema-end!
Describes the components available for a unit. Use a hash '#' to disable components not used.
spec: pos: <pos> own: <own> mov: <mov> arm: <arm> gen: <gen> bin: <bin> civ: <civ> out: <out> spec-end!
The schema-view lists all the imagery to be used for troops, settlements, bridges etc. The first parameter right after “view: …” describes what imagery will be provided:
Once the type of imagery is selected, ALL the combinations need to be provided below. If “view: animation direction” was chosen for example, the following items are required. Please note the numbers related to the display-aspect chosen, i.e. the first number relates to “animation” and the second to “direction”.
For each combination the following has been specified:
<image>[|<imageCC>] (<dx>,<dy>,<dB>,<dF>) hud(<hudL>,<hudR>,<hudX>,<hudY>) bin(<binS>,<binP>,<binY>) [| <anim>]