reorder infantry build palette in TS mod
The order is not the same as the original one (influenced by dependencies) but the main point is to have standard infantry (E1) first, E2 second, ENGINEER third, and the special units on last places. The biggest difference to the original is GDI MEDIC as last (which also applies when both GDI and NOD units are available).
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@@ -2,7 +2,7 @@ E2:
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Inherits: ^Infantry
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Buildable:
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Queue: Infantry
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BuildPaletteOrder: 10
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BuildPaletteOrder: 20
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Prerequisites: ~gapile
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Valued:
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Cost: 200
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@@ -40,7 +40,7 @@ MEDIC:
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Description: Heals nearby infantry.\n Unarmed
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Buildable:
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Queue: Infantry
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BuildPaletteOrder: 60
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BuildPaletteOrder: 70
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Prerequisites: ~gapile
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Selectable:
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Bounds: 12,17,0,-6
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@@ -79,7 +79,7 @@ JUMPJET:
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Description: Airborne soldier.\n Strong vs Infantry, Aircraft\n Weak vs Vehicles
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Buildable:
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Queue: Infantry
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BuildPaletteOrder: 50
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BuildPaletteOrder: 40
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Prerequisites: ~gapile, garadr
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Selectable:
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Bounds: 12,17,0,-6
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@@ -43,7 +43,7 @@ CYBORG:
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Description: Cybernetic infantry unit.\n Strong vs Infantry, Light armor\n Weak vs Vehicles, Aircraft
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Buildable:
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Queue: Infantry
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BuildPaletteOrder: 50
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BuildPaletteOrder: 40
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Prerequisites: ~nahand
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-Crushable:
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Selectable:
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@@ -120,7 +120,7 @@ MHIJACK:
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Inherits: ^Infantry
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Buildable:
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Queue: Infantry
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BuildPaletteOrder: 10
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BuildPaletteOrder: 60
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Prerequisites: ~nahand, natech # natech must be natmpl
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Valued:
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Cost: 100
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