Modifying Units¶
← EXE Functions · code catalog
Friendly names for EXE category 8. Each maps to a top-level EXE code.
AddUnit¶
AddUnit(unitpredef: int, x: int, y: int, regime: int, text: string) · exe 6
No in-game description provided; behaviour inferred from the function name.
Parameters
unitpredef(int) — UnitPreDef#x(int) — Xy(int) — Yregime(int) — Regime#text(string) — Text / DataString payload
The trailing
textargument is sent as the SET-logic DataString (the final inline slot).
Example: exe(6,200,12,8,4,'Example Text')
UnitRdnModify¶
UnitRdnModify(unit: int, absoluteModifierPts: int, people: int, sftypegroup: int) · exe 95
Change stats of subformations in a specified unit.
Parameters
unit(int) — Unit #absoluteModifierPts(int) — Absolute modifier pts +/-people(int) — People (-1=all)sftypegroup(int) — SFTypeGroup (-1=all)
Example: exe(95,1,10,2,1)
UnitMorModify¶
UnitMorModify(unit: int, absoluteModifierPts: int, people: int, sftypegroup: int) · exe 96
Change stats of subformations in a specified unit.
Parameters
unit(int) — Unit #absoluteModifierPts(int) — Absolute modifier pts +/-people(int) — People (-1=all)sftypegroup(int) — SFTypeGroup (-1=all)
Example: exe(96,1,10,2,1)
UnitXpModify¶
UnitXpModify(unit: int, absoluteModifierPts: int, people: int, sftypegroup: int) · exe 97
Change stats of subformations in a specified unit.
Parameters
unit(int) — Unit #absoluteModifierPts(int) — Absolute modifier pts +/-people(int) — People (-1=all)sftypegroup(int) — SFTypeGroup (-1=all)
Example: exe(97,1,10,2,1)
UnitApModify¶
UnitApModify(unit: int, absoluteModifierPts: int, movetypegroup: int, sftypegroup: int) · exe 98
Change stats of subformations in a specified unit.
Parameters
unit(int) — Unit #absoluteModifierPts(int) — Absolute modifier pts +/-movetypegroup(int) — MoveTypeGroup (-1=all)sftypegroup(int) — SFTypeGroup (-1=all)
Example: exe(98,1,10,1,1)
UnitGiveTroops¶
UnitGiveTroops(unit: int, predefUnit: int) · exe 99
Add all troops in PreDef unit to this Unit.
Parameters
unit(int) — Unit #predefUnit(int) — Predef Unit#
Example: exe(99,1,200)
UnitOffensiveBonus¶
UnitOffensiveBonus(unit: int, absoluteModifierPts: int, people: int, sftypegroup: bool) · exe 100
Change stats of subformations in a specified unit. If you set modifier to 0 it resets the offmod to 0. Each point is a percentage point. If you specify a sftypegroup >=100 then you are actually specifiying a specific SFType Nr.
Parameters
unit(int) — Unit #absoluteModifierPts(int) — Absolute modifier pts +/-people(int) — People (-1=all)sftypegroup(bool) — SFTypeGroup (-1=all) (>=100 = specific sftype -100) (9001=only for artRange>0)
Example: exe(100,1,10,2,1)
UnitDefensiveBonus¶
UnitDefensiveBonus(unit: int, absoluteModifierPts: int, people: int, sftypegroup: bool) · exe 101
Change stats of subformations in a specified unit. If you set the modifier to 0 it resets the defmod to 0. Each point is a percentage point. If you specify a sftypegroup >=100 then you are actually specifiying a specific SFType Nr.
Parameters
unit(int) — Unit #absoluteModifierPts(int) — Absolute modifier pts +/-people(int) — People (-1=all)sftypegroup(bool) — SFTypeGroup (-1=all) (>=100 = specific sftype -100)
Example: exe(101,1,10,2,1)
UnitSelectable¶
UnitSelectable(unit: int) · exe 102
The specified unit will now be selectable in the 'select a unit' popup screen. Use this exec in a pre-event from an actioncard.
Parameters
unit(int) — Unit #
Example: exe(102,1)
MoveUnit¶
MoveUnit(unit: int, newX: int, newY: int) · exe 132
Keep in mind combat can occur immediatly after the move. Rebel Battle Mode will be used.
Parameters
unit(int) — Unit #newX(int) — New XnewY(int) — New Y
Example: exe(132,1,1,1)
ChangeUnitRegime¶
ChangeUnitRegime(unit: int, newRegime: int) · exe 133
Keep in mind combat can occur immediatly after the move. Rebel Battle Mode will be used.
Parameters
unit(int) — Unit #newRegime(int) — New Regime#
Example: exe(133,1,4)
ModifyUnitSupply¶
ModifyUnitSupply(regime: int, specificUnit: int, modifier: int, modifierAbsolute: int) · exe 140
Increases or decreases supplies of the unit. cannot go over max supplystore.
Parameters
regime(int) — Regime (-1=none)specificUnit(int) — Specific Unit (-1=none)modifier(int) — Modifier % (100=keep same, 50=half, 200=double)modifierAbsolute(int) — Modifier absolute (0=nill, -x , +x )
Example: exe(140,4,1,50,1)
RemoveUnits¶
RemoveUnits(regime: int) · exe 141
No in-game description provided; behaviour inferred from the function name.
Parameters
regime(int) — Regime #
Example: exe(141,4)
ChangeCommander¶
ChangeCommander(unit: int, historicalUnit: int) · exe 144
Replace the commander with that from a historical unit.
Parameters
unit(int) — Unit#historicalUnit(int) — Historical Unit#
Example: exe(144,1,1)
SetHQ¶
SetHQ(unit: int, hq: int) · exe 172
No in-game description provided; behaviour inferred from the function name.
Parameters
unit(int) — Unithq(int) — HQ
Example: exe(172,1,1)
Removeunit¶
Removeunit(unit: int) · exe 176
Removes specific Unit
Parameters
unit(int) — Unit #
Example: exe(176,1)
ChangeUnitEntrenchment¶
ChangeUnitEntrenchment(unit: int, arg: int) · exe 180
Will auto cut at 0 or maximum entrench for sftype in hex..
Parameters
unit(int) — Unit#arg(int) — -/+ entrenchment pts
Example: exe(180,1,10)
SetUnitName¶
SetUnitName(unit: int, newName: string) · exe 185
Will set name of all belonging to units historical unit if using historical units. Shortname is only applied if historical unit is present.
Parameters
unit(int) — Unit#newName(string) — New Name
Example: exe(185,1,'Name')
UnitPeopleModify¶
UnitPeopleModify(unit: int, changePeople: int, tooPeople: int) · exe 187
Change the people in the unit.
Parameters
unit(int) — Unit #changePeople(int) — Change People# (-1=all)tooPeople(int) — Too People#
Example: exe(187,1,2,2)
SwitchUnitModel¶
SwitchUnitModel(unit: int, toModelId: int, changeNameAsIfNewUnit0: bool) · exe 211
This function will attempt to change the whole historical unit# of unit# to a new model and will implement the changes immediately. A new name will be also be given if specified so.
Parameters
unit(int) — Unit#toModelId(int) — To Model ID#changeNameAsIfNewUnit0(bool) — Change name as if new unit 0=no ,1=yes
Example: exe(211,1,1,1)
SetUnitCapacityPoints¶
SetUnitCapacityPoints(unit: int, landcapPts: int, railcapPts: int) · exe 216
Allows you to remove or add capacity points to a unit. Use in late turn so the unit Cap point gain has already been processed before use of this exec.
Parameters
unit(int) — Unit#landcapPts(int) — LandCap Pts +/-railcapPts(int) — RailCap Pts +/-
Example: exe(216,1,10,10)
UnitOnTop¶
UnitOnTop(unitNr: int) · exe 243
Makes sure this unit nr is on top of the stack in its hex.
Parameters
unitNr(int) — Unit nr#
Example: exe(243,1)
SetUnitStandingOrders¶
SetUnitStandingOrders(unit: int, retreat: int, supply: int, replacement: int) · exe 246
Give unit slot number and percentages. Allows you to set a number of standing order % to a unit. If you specify -1 then the setting is not changed. Only 0-100 values are thus accepted. Retreat100% = fight till last Retreat0%=immediate retreat.
Parameters
unit(int) — Unit#retreat(int) — Retreat%supply(int) — Supply%replacement(int) — Replacement%
Example: exe(246,1,50,50,50)
ModifyUnitFuel¶
ModifyUnitFuel(regime: int, specificUnit: int, modifier: int, modifierAbsolute: int) · exe 359
Increases or decreases Fuel of the unit. cannot go over max fuel reserves
Parameters
regime(int) — Regime (-1=none)specificUnit(int) — Specific Unit (-1=none)modifier(int) — Modifier % (100=keep same, 50=half, 200=double)modifierAbsolute(int) — Modifier absolute (0=nill, -x , +x )
Example: exe(359,4,1,50,1)
This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.