udta Format

Graphics: Group

Offset
0x0000
Length
220 bytes (2 bytes / First 110 Units)
Description
Graphics group this unit uses. To be honest I sort of forgot what this does :)
Values
Integer value between 0 and 65535.

Graphics: General

Offset
0x00DC
Length
254 bytes (2 bytes / Unit)
Description
The 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.
Values
Bits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0D
Flag #2
0x0E
Flag #1
0x0F
Repeat (used if this unit uses another's GFX)

Graphics: Forest

Offset
0x01DA
Length
254 bytes (2 bytes / Unit)
Description
The graphic this unit uses for Forest maps.
Values
Bits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0D
Flag #2
0x0E
Flag #1
0x0F
Repeat (used if this unit uses another's GFX)

Graphics: Winter

Offset
0x02D8
Length
254 bytes (2 bytes / Unit)
Description
The graphic this unit uses for Winter maps.
Values
Bits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0D
Flag #2
0x0E
Flag #1
0x0F
Repeat (used if this unit uses another's GFX)

Graphics: Wasteland

Offset
0x03D6
Length
254 bytes (2 bytes / Unit)
Description
The graphic this unit uses for Wasteland maps.
Values
Bits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0D
Flag #2
0x0E
Flag #1
0x0F
Repeat (used if this unit uses another's GFX)

Range: Sight

Offset
0x04D4
Length
440 bytes (1 long / First 110 Units)
Description
Sight range (in tiles) of this unit.
Values
Integer value between 0 and 2^32

Hitpoints

Offset
0x068C
Length
220 bytes (2 bytes / First 110 Units)
Description
Hitpoints for this Unit.
Values
Integer value between 0 and 65535.

Magic Flag

Offset
0x0768
Length
110 bytes (1 byte / First 110 Units)
Description
Flag to determine whether this unit is a spell user.
Bits
0x00
false (not a magic user)
0x01
true (magic user)

Cost: Build Time

Offset
0x07D6
Length
110 bytes (1 byte / First 110 Units)
Description
Time required to build this Unit. Multiply by 6 to obtain seconds.
Values
Integer value between 0 and 255.

Cost: Gold

Offset
0x0844
Length
110 bytes (1 byte / First 110 Units)
Description
The amount of Gold required to build this Unit. Multiply by 10 to get actual value.
Values
Integer value between 0 and 255.

Cost: Lumber

Offset
0x08B2
Length
110 bytes (1 byte / First 110 Units)
Description
Amount of Lumber required to build this Unit. Multiply by 10 to obtain actual value.
Values
Integer values between 0 and 255.

Cost: Oil

Offset
0x0920
Length
110 bytes (1 byte / First 110 Units)
Description
Amount of oil required to build this unit. Multiply by 10 to obtain actual value.
Values
Integer value between 0 and 255.

Size: Unit

Offset
0x098E
Length
440 bytes (4 bytes / First 110 Units)
Description
First two bytes are the X size (width), second two are the Y size (height).
Values
Two integer values between 0 and 65535.

Size: Box

Offset
0x0B46
Length
440 bytes (4 bytes / First 110 Units)
Description
First two bytes are the X size (width), second two are the Y size (height).
Values
Two integer values between 0 and 65535.

Attack Range

Offset
0x0CF3
Length
110 bytes (1 byte / First 110 Units)
Description
Minimum range this unit must be from its target to attack.
Values
Integer value between 0 and 255.

React Range: Computer AI

Offset
0x0D6C
Length
110 bytes (1 byte / First 110 Units)
Description
Minimum range that computer units must be from this unit in order to react to it.
Values
Integer value between 0 and 255.

React Range: Human AI

Offset
0x0DDA
Length
110 bytes (1 byte / First 110 Units)
Description
Minimum range this unit must be from an enemy before it reacts to the enemy.
Values
Integer value between 0 and 255.

Armor

Offset
0x0E48
Length
110 bytes (1 byte / First 110 Units)
Description
Amount of armor this unit has.
Values
Integer value between 0 and 255.

Multiselectable Flag

Offset
0x0EB6
Length
110 bytes (1 byte / First 110 Units)
Description
Flag which determines whether the unit can be selected with other units.
Bits
0x00
false (not multiselectable)
0x01
true (multiselecatble)

Priority / AI Treatment

Offset
0x0F24
Length
110 bytes (1 byte / First 110 Units)
Description
Priority value / AI Treatment for this unit.
Values
Integer value between 0 and 255.

Damage: Basic

Offset
0x0F92
Length
110 bytes (1 byte / First 110 Units)
Description
Basic damage dealt by this unit when it attacks.
Values
Integer value between 0 and 255.

Damage: Piercing

Offset
0x1000
Length
110 bytes (1 byte / First 110 Unis)
Description
Piercing damage dealt by this unit when it attacks.
Values
Integer value between 0 and 255.

Weapon Upgrade Flag

Offset
0x106E
Length
110 bytes (1 byte / First 110 Units)
Description
Flag which determines whether this unit upgrades its weapon.
Bits
0x00
false (no weapon upgrade)
0x01
true (weapon upgrade)

Armor Upgrade Flag

Offset
0x10DC
Length
110 bytes (1 byte / First 110 Units)
Description
Flag which determines whether this unit upgrades its armor.
Bits
0x00
false (no armor upgrade)
0x01
true (armor upgrade)

Weapon Missile

Offset
0x114A
Length
110 bytes (1 byte / First 110 Units)
Description
Missile type this unit uses when it attacks.
Bits
0x00
Lightning
0x01
Griffon Hammer
0x02
Dragon Breath and Fireball
0x03
Flameshield Fireball
0x04
Flame Shield
0x05
Blizzard
0x06
Death ${value}amp; Decay
0x07
Big Cannon
0x08
Exorcism
0x09
Heal Effect
0x0A
Touch of Death
0x0B
Rune
0x0C
Whirlwind
0x0D
Catapult Rock
0x0E
Ballista Bolt
0x0F
Arrow
0x10
Axe
0x11
Submarine Missile
0x12
Turtle Missile
0x13
Small Fire
0x14
Big Fire
0x15
Ballista ${value}amp; Catapult Impact
0x16
Normal Spell
0x17
Explosion
0x18
Small Cannon
0x19
Cannon Explosion
0x1A
Cannon Tower Explosion
0x1B
Daemon Fire
0x1C
Green Cross
0x1D
None

Unit Type

Offset
0x11B8
Length
110 bytes (1 byte / First 110 Units)
Description
Domain unit resides in (visual only).
Bits
0x00
Land
0x01
Air
0x02
Sea

Decay Rate

Offset
0x1226
Length
110 bytes (1 byte / First 110 Units)
Description
Rate 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.
Values
Integer value between 0 and 255. 0 means the unit never decays.

Computer Annoy Factor

Offset
0x1294
Length
Description
How much this unit annoys the computer (likelihood it will be attacked).
Values
Integer value between 0 and 255.

Right Click Action

Offset
0x1302
Length
58 bytes (1 byte / First 58 Units)
Description
Action this unit performs when you have it selected and right click with it.
Bits
0x00
None
0x01
Attack
0x02
Move
0x03
Harvest
0x04
Haul Oil
0x05
Demolish
0x06
Sail

Point Value

Offset
0x133C
Length
220 bytes (2 bytes / First 110 Units)
Description
Point value awarded towards total score for a player which destroys this unit.
Values
Integer value between 0 and 65535.

Weapon Attack Domain

Offset
0x1418
Length
110 bytes (1 byte / First 110 Units)
Description
Domain whose units this unit can attack.
Values
(Any combination of these are valid - just add them together)
Bits
0x00
None
0x01
Land
0x02
Sea
0x03
Air

Unit Flags

Offset
0x1486
Length
440 bytes (4 bytes / First 110 Units)
Description
Flags which determine special properties this unit has.
Bits
0x00
Land Unit
0x01
Air Unit
0x02
Exploding Death
0x03
Sea Unit
0x04
Critter
0x05
Building
0x06
Submarine
0x07
Submarine Spotter
0x08
Peon
0x09
Tanker
0x0A
Transport
0x0B
Oil Platform
0x0C
Gold Storage
0x0D
Not used
0x0E
Attack Ground
0x0F
Undead
0x10
Shore Building
0x11
Spellcaster
0x12
Lumber Storage
0x13
Attacks
0x14
Tower
0x15
Oil Patch
0x16
Gold Mine
0x17
Hero
0x18
Oil Storage
0x19
Volatile
0x1A
Mage (runs when attacked)
0x1B
Organic
0x1C
Not used
0x1D
Not used
0x1E
Not used
0x1F
Not used

Graphics: Swamp

Offset
0x163E
Length
252 bytes (2 bytes / Unit)
Description
The graphic this unit uses for Swamp maps.
Values
Bits 0 to 12 store the entry in the .war archives. There's probably a table somewhere that converts this to MPQ files.
Bits
0x0D
Flag #2
0x0E
Flag #1
0x0F
Repeat (used if this unit uses another's GFX)