udta Format

Graphics: Group

Offset0x0000
Length220 bytes (2 bytes / First 110 Units)
DescriptionGraphics group this unit uses. To be honest I sort of forgot what this does :)
ValuesInteger value between 0 and 65535.

Graphics: General

Offset0x00DC
Length254 bytes (2 bytes / Unit)
DescriptionThe graphic this unit uses in general. Most units (except the critter) specify this value as their only graphic. All buildings (and the critter) use graphics specific to tileset.
ValuesBits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0DFlag #2
0x0EFlag #1
0x0FRepeat (used if this unit uses another's GFX)

Graphics: Forest

Offset0x01DA
Length254 bytes (2 bytes / Unit)
DescriptionThe graphic this unit uses for Forest maps.
ValuesBits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0DFlag #2
0x0EFlag #1
0x0FRepeat (used if this unit uses another's GFX)

Graphics: Winter

Offset0x02D8
Length254 bytes (2 bytes / Unit)
DescriptionThe graphic this unit uses for Winter maps.
ValuesBits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0DFlag #2
0x0EFlag #1
0x0FRepeat (used if this unit uses another's GFX)

Graphics: Wasteland

Offset0x03D6
Length254 bytes (2 bytes / Unit)
DescriptionThe graphic this unit uses for Wasteland maps.
ValuesBits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0DFlag #2
0x0EFlag #1
0x0FRepeat (used if this unit uses another's GFX)

Range: Sight

Offset0x04D4
Length440 bytes (1 long / First 110 Units)
DescriptionSight range (in tiles) of this unit.
ValuesInteger value between 0 and 2^32

Hitpoints

Offset0x068C
Length220 bytes (2 bytes / First 110 Units)
DescriptionHitpoints for this Unit.
ValuesInteger value between 0 and 65535.

Magic Flag

Offset0x0768
Length110 bytes (1 byte / First 110 Units)
DescriptionFlag to determine whether this unit is a spell user.
Bits
0x00false (not a magic user)
0x01true (magic user)

Cost: Build Time

Offset0x07D6
Length110 bytes (1 byte / First 110 Units)
DescriptionTime required to build this Unit. Multiply by 6 to obtain seconds.
ValuesInteger value between 0 and 255.

Cost: Gold

Offset0x0844
Length110 bytes (1 byte / First 110 Units)
DescriptionThe amount of Gold required to build this Unit. Multiply by 10 to get actual value.
ValuesInteger value between 0 and 255.

Cost: Lumber

Offset0x08B2
Length110 bytes (1 byte / First 110 Units)
DescriptionAmount of Lumber required to build this Unit. Multiply by 10 to obtain actual value.
ValuesInteger values between 0 and 255.

Cost: Oil

Offset0x0920
Length110 bytes (1 byte / First 110 Units)
DescriptionAmount of oil required to build this unit. Multiply by 10 to obtain actual value.
ValuesInteger value between 0 and 255.

Size: Unit

Offset0x098E
Length440 bytes (4 bytes / First 110 Units)
DescriptionFirst two bytes are the X size (width), second two are the Y size (height).
ValuesTwo integer values between 0 and 65535.

Size: Box

Offset0x0B46
Length440 bytes (4 bytes / First 110 Units)
DescriptionFirst two bytes are the X size (width), second two are the Y size (height).
ValuesTwo integer values between 0 and 65535.

Attack Range

Offset0x0CF3
Length110 bytes (1 byte / First 110 Units)
DescriptionMinimum range this unit must be from its target to attack.
ValuesInteger value between 0 and 255.

React Range: Computer AI

Offset0x0D6C
Length110 bytes (1 byte / First 110 Units)
DescriptionMinimum range that computer units must be from this unit in order to react to it.
ValuesInteger value between 0 and 255.

React Range: Human AI

Offset0x0DDA
Length110 bytes (1 byte / First 110 Units)
DescriptionMinimum range this unit must be from an enemy before it reacts to the enemy.
ValuesInteger value between 0 and 255.

Armor

Offset0x0E48
Length110 bytes (1 byte / First 110 Units)
DescriptionAmount of armor this unit has.
ValuesInteger value between 0 and 255.

Multiselectable Flag

Offset0x0EB6
Length110 bytes (1 byte / First 110 Units)
DescriptionFlag which determines whether the unit can be selected with other units.
Bits
0x00false (not multiselectable)
0x01true (multiselecatble)

Priority / AI Treatment

Offset0x0F24
Length110 bytes (1 byte / First 110 Units)
DescriptionPriority value / AI Treatment for this unit.
ValuesInteger value between 0 and 255.

Damage: Basic

Offset0x0F92
Length110 bytes (1 byte / First 110 Units)
DescriptionBasic damage dealt by this unit when it attacks.
ValuesInteger value between 0 and 255.

Damage: Piercing

Offset0x1000
Length110 bytes (1 byte / First 110 Unis)
DescriptionPiercing damage dealt by this unit when it attacks.
ValuesInteger value between 0 and 255.

Weapon Upgrade Flag

Offset0x106E
Length110 bytes (1 byte / First 110 Units)
DescriptionFlag which determines whether this unit upgrades its weapon.
Bits
0x00false (no weapon upgrade)
0x01true (weapon upgrade)

Armor Upgrade Flag

Offset0x10DC
Length110 bytes (1 byte / First 110 Units)
DescriptionFlag which determines whether this unit upgrades its armor.
Bits
0x00false (no armor upgrade)
0x01true (armor upgrade)

Weapon Missile

Offset0x114A
Length110 bytes (1 byte / First 110 Units)
DescriptionMissile type this unit uses when it attacks.
Bits
0x00Lightning
0x01Griffon Hammer
0x02Dragon Breath and Fireball
0x03Flameshield Fireball
0x04Flame Shield
0x05Blizzard
0x06Death ${value}amp; Decay
0x07Big Cannon
0x08Exorcism
0x09Heal Effect
0x0ATouch of Death
0x0BRune
0x0CWhirlwind
0x0DCatapult Rock
0x0EBallista Bolt
0x0FArrow
0x10Axe
0x11Submarine Missile
0x12Turtle Missile
0x13Small Fire
0x14Big Fire
0x15Ballista ${value}amp; Catapult Impact
0x16Normal Spell
0x17Explosion
0x18Small Cannon
0x19Cannon Explosion
0x1ACannon Tower Explosion
0x1BDaemon Fire
0x1CGreen Cross
0x1DNone

Unit Type

Offset0x11B8
Length110 bytes (1 byte / First 110 Units)
DescriptionDomain unit resides in (visual only).
Bits
0x00Land
0x01Air
0x02Sea

Decay Rate

Offset0x1226
Length110 bytes (1 byte / First 110 Units)
DescriptionRate at which this unit decays. Multiply by 6 to get seconds. Decay rates only apply to units created during the game, not those placed on the map at design time.
ValuesInteger value between 0 and 255. 0 means the unit never decays.

Computer Annoy Factor

Offset0x1294
Length
DescriptionHow much this unit annoys the computer (likelihood it will be attacked).
ValuesInteger value between 0 and 255.

Right Click Action

Offset0x1302
Length58 bytes (1 byte / First 58 Units)
DescriptionAction this unit performs when you have it selected and right click with it.
Bits
0x00None
0x01Attack
0x02Move
0x03Harvest
0x04Haul Oil
0x05Demolish
0x06Sail

Point Value

Offset0x133C
Length220 bytes (2 bytes / First 110 Units)
DescriptionPoint value awarded towards total score for a player which destroys this unit.
ValuesInteger value between 0 and 65535.

Weapon Attack Domain

Offset0x1418
Length110 bytes (1 byte / First 110 Units)
DescriptionDomain whose units this unit can attack.
Values(Any combination of these are valid - just add them together)
Bits
0x00None
0x01Land
0x02Sea
0x03Air

Unit Flags

Offset0x1486
Length440 bytes (4 bytes / First 110 Units)
DescriptionFlags which determine special properties this unit has.
Bits
0x00Land Unit
0x01Air Unit
0x02Exploding Death
0x03Sea Unit
0x04Critter
0x05Building
0x06Submarine
0x07Submarine Spotter
0x08Peon
0x09Tanker
0x0ATransport
0x0BOil Platform
0x0CGold Storage
0x0DNot used
0x0EAttack Ground
0x0FUndead
0x10Shore Building
0x11Spellcaster
0x12Lumber Storage
0x13Attacks
0x14Tower
0x15Oil Patch
0x16Gold Mine
0x17Hero
0x18Oil Storage
0x19Volatile
0x1AMage (runs when attacked)
0x1BOrganic
0x1CNot used
0x1DNot used
0x1ENot used
0x1FNot used

Graphics: Swamp

Offset0x163E
Length252 bytes (2 bytes / Unit)
DescriptionThe graphic this unit uses for Swamp maps.
ValuesBits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0DFlag #2
0x0EFlag #1
0x0FRepeat (used if this unit uses another's GFX)