DOG: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Dog BuildPaletteOrder: 50 Prerequisites: ~kenn, ~techlevel.infonly Description: Anti-infantry unit.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 200 Tooltip: Name: Attack Dog GenericName: Dog Selectable: Bounds: 12,17,-1,-4 SelectionDecorations: VisualBounds: 12,17,-1,-4 Health: HP: 18 Mobile: Speed: 99 Voice: Move Guard: Voice: Move Passenger: Voice: Move RevealsShroud: Range: 5c0 Armament: Weapon: DogJaw AttackLeap: Voice: Attack AttackMove: Voice: Move AutoTarget: InitialStance: AttackAnything AutoTargetPriority@DEFAULT: Types: Infantry Targetable: TargetTypes: Ground, Infantry WithInfantryBody: DefaultAttackSequence: shoot StandSequences: stand IgnoresDisguise: DetectCloaked: CloakTypes: Cloak, Hijacker Voiced: VoiceSet: DogVoice -TakeCover: E1: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 10 Prerequisites: ~barracks, ~techlevel.infonly Description: General-purpose infantry.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Selectable: Class: E1 Valued: Cost: 100 Tooltip: Name: Rifle Infantry Health: HP: 50 Armament@PRIMARY: Weapon: M1Carbine Armament@GARRISONED: Name: garrisoned Weapon: Vulcan MuzzleSequence: garrison-muzzle AttackFrontal: WithInfantryBody: DefaultAttackSequence: shoot ProducibleWithLevel: Prerequisites: barracks.upgraded E1R1: Inherits: E1 RenderSprites: Image: E1 ProducibleWithLevel: Prerequisites: techlevel.infonly InitialLevels: 1 -Buildable: E2: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 40 Prerequisites: ~barr, ~techlevel.infonly Description: Infantry armed with grenades.\n Strong vs Buildings, Infantry\n Weak vs Vehicles, Aircraft Valued: Cost: 160 Tooltip: Name: Grenadier Health: HP: 50 Mobile: Speed: 71 Armament@PRIMARY: Weapon: Grenade LocalOffset: 0,0,555 FireDelay: 15 Armament@GARRISONED: Name: garrisoned Weapon: Grenade FireDelay: 15 TakeCover: ProneOffset: 256,64,-331 AttackFrontal: WithInfantryBody: DefaultAttackSequence: throw Explodes: Weapon: UnitExplodeSmall Chance: 50 ProducibleWithLevel: Prerequisites: barracks.upgraded E3: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 30 Prerequisites: ~barracks, ~techlevel.infonly Description: Anti-tank/Anti-aircraft infantry.\n Strong vs Vehicles, Aircraft\n Weak vs Infantry Selectable: Class: E3 Valued: Cost: 300 Tooltip: Name: Rocket Soldier Health: HP: 45 Armament@PRIMARY: Weapon: RedEye LocalOffset: 0,0,555 Armament@SECONDARY: Name: secondary Weapon: Dragon LocalOffset: 0,0,555 Armament@GARRISONED: Name: garrisoned Weapon: Dragon TakeCover: ProneOffset: 384,0,-395 AttackFrontal: WithInfantryBody: DefaultAttackSequence: shoot ProducibleWithLevel: Prerequisites: barracks.upgraded AutoTarget: ScanRadius: 5 E3R1: Inherits: E3 RenderSprites: Image: E3 ProducibleWithLevel: Prerequisites: techlevel.infonly InitialLevels: 1 -Buildable: E4: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 70 Prerequisites: ~barr, ftur, ~techlevel.low Description: Advanced anti-structure unit.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft Valued: Cost: 300 Tooltip: Name: Flamethrower Health: HP: 40 Armament@PRIMARY: Weapon: Flamer LocalOffset: 700,0,500 FireDelay: 8 Armament@GARRISONED: Name: garrisoned Weapon: Flamer TakeCover: ProneOffset: 160,0,-288 AttackFrontal: WithInfantryBody: DefaultAttackSequence: shoot ProducibleWithLevel: Prerequisites: barracks.upgraded E6: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 60 Prerequisites: ~barracks, ~techlevel.infonly Description: Infiltrates and captures\nenemy structures.\n Unarmed Valued: Cost: 500 Tooltip: Name: Engineer Passenger: PipType: Yellow EngineerRepair: RepairsBridges: ExternalCaptures: CaptureTypes: building PlayerExperience: 25 Voiced: VoiceSet: EngineerVoice Selectable: Priority: 5 SPY: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 90 Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium Description: Infiltrates enemy structures for intel or\nsabotage. Exact effect depends on the\nbuilding infiltrated.\nLoses disguise when attacking.\nCan detect cloaked units and spies.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft\n Special Ability: Disguised Valued: Cost: 500 -Tooltip: DisguiseTooltip: Name: Spy GenericName: Soldier -Guard: RevealsShroud: Range: 5c0 Passenger: PipType: Yellow Voice: Move Disguise: Voice: Move DisguisedCondition: disguise Infiltrates: Types: SpyInfiltrate PlayerExperience: 50 AutoTarget: InitialStance: HoldFire InitialStanceAI: HoldFire ScanRadius: 5 -WithInfantryBody: WithDisguisingInfantryBody: DefaultAttackSequence: shoot IdleSequences: idle1,idle2 StandSequences: stand,stand2 WithDecoration@disguise: Image: pips Sequence: pip-disguise Palette: effect ReferencePoint: Top, Right ZOffset: 256 RequiresCondition: disguise IgnoresDisguise: DetectCloaked: CloakTypes: Cloak, Hijacker Armament: Weapon: SilencedPPK AttackFrontal: AttackMove: Voice: Move Voiced: VoiceSet: SpyVoice SPY.England: Inherits: SPY Buildable: Prerequisites: ~infantry.england, dome, ~tent, ~techlevel.medium Valued: Cost: 250 GivesExperience: Experience: 500 DisguiseTooltip: Name: British Spy RenderSprites: Image: spy E7: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 120 Prerequisites: ~tent, atek, ~techlevel.high BuildLimit: 1 Description: Elite commando infantry. Armed with\ndual pistols and C4.\n Strong vs Infantry, Buildings\n Weak vs Vehicles, Aircraft\n Special Ability: Destroy Building with C4\nMaximum 1 can be trained. Valued: Cost: 1200 Tooltip: Name: Tanya Health: HP: 100 Mobile: Speed: 71 Voice: Move Guard: Voice: Move RevealsShroud: Range: 6c0 Demolition: DetonationDelay: 45 Voice: Demolish Passenger: PipType: Red Voice: Move Armament@PRIMARY: Weapon: Colt45 Armament@SECONDARY: Weapon: Colt45 Armament@GARRISONED: Name: garrisoned Weapon: Colt45 MuzzleSequence: garrison-muzzle AttackFrontal: WithInfantryBody: DefaultAttackSequence: shoot StandSequences: stand AnnounceOnBuild: AnnounceOnKill: DetectCloaked: CloakTypes: Cloak, Hijacker Voiced: VoiceSet: TanyaVoice ProducibleWithLevel: Prerequisites: barracks.upgraded MEDI: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 40 Prerequisites: ~tent, ~techlevel.infonly Description: Heals nearby infantry.\n Unarmed Valued: Cost: 200 Tooltip: Name: Medic Health: HP: 60 RevealsShroud: Range: 3c0 Passenger: PipType: Yellow Armament: Weapon: Heal Cursor: heal OutsideRangeCursor: heal TargetStances: Ally ForceTargetStances: None AttackFrontal: WithInfantryBody: StandSequences: stand DefaultAttackSequence: heal Voiced: VoiceSet: MedicVoice AutoTarget: AutoTargetPriority@DEFAULT: Types: Infantry MECH: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 100 Prerequisites: ~tent, fix, ~techlevel.medium Description: Repairs nearby vehicles and restores\nhusks to working condition by capturing them.\n Unarmed Valued: Cost: 500 Tooltip: Name: Mechanic Health: HP: 80 Mobile: Voice: Move RevealsShroud: Range: 3c0 Passenger: PipType: Yellow Voice: Move Armament: Weapon: Repair Cursor: repair OutsideRangeCursor: repair TargetStances: Ally ForceTargetStances: None AttackFrontal: Voice: Move Captures: CaptureTypes: husk PlayerExperience: 25 WithInfantryBody: DefaultAttackSequence: repair StandSequences: stand Voiced: VoiceSet: MechanicVoice AutoTarget: AutoTargetPriority@DEFAULT: Types: Vehicle EINSTEIN: Inherits: ^CivInfantry -Wanders: Tooltip: Name: Prof. Einstein Mobile: Speed: 71 Voiced: VoiceSet: EinsteinVoice DELPHI: Inherits: ^CivInfantry -Wanders: Tooltip: Name: Agent Delphi Mobile: Speed: 71 CHAN: Inherits: ^CivInfantry Valued: Cost: 500 Selectable: Class: CHAN Tooltip: Name: Scientist GNRL: Inherits@1: ^CivInfantry Inherits@2: ^ArmedCivilian -Wanders: Tooltip: Name: General Selectable: Class: GNRL Mobile: Voice: Move AttackFrontal: Voice: Attack AttackMove: Voice: Move Passenger: Voice: Move Guard: Voice: Move Voiced: VoiceSet: StavrosVoice -ScaredyCat: TakeCover: DamageModifiers: Prone50Percent: 50 DamageTriggers: TriggerProne WithInfantryBody: IdleSequences: idle1 THF: Inherits: ^Soldier Valued: Cost: 400 Tooltip: Name: Thief RevealsShroud: Range: 5c0 Passenger: PipType: Yellow Infiltrates: InfiltrateTypes: Cash PlayerExperience: 50 Voiced: VoiceSet: ThiefVoice WithInfantryBody: -IdleSequences: StandSequences: stand Buildable: Description: Steals enemy credits.\n Unarmed HIJACKER: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 110 Prerequisites: ~barr, fix, ~techlevel.medium Description: Hijacks enemy vehicles.\n Unarmed Valued: Cost: 500 Tooltip: Name: Hijacker Health: HP: 50 RevealsShroud: Range: 5c0 Passenger: PipType: Yellow Captures: CaptureTypes: vehicle PlayerExperience: 50 Voiced: VoiceSet: ThiefVoice -TakeCover: WithInfantryBody: -IdleSequences: StandSequences: stand Crushable: WarnProbability: 95 Cloak: InitialDelay: 250 CloakDelay: 120 UncloakOn: Attack, Unload, Infiltrate, Demolish, Move CloakTypes: Cloak, Hijacker IsPlayerPalette: true RequiresCondition: !cloak-force-disabled GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical Mobile: Speed: 85 SHOK: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 130 Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high Description: Elite infantry with portable tesla coils.\n Strong vs Infantry, Vehicles\n Weak vs Aircraft Valued: Cost: 300 Tooltip: Name: Shock Trooper Health: HP: 50 Mobile: Voice: Move RevealsShroud: Range: 5c0 Armament@PRIMARY: Weapon: PortaTesla LocalOffset: 427,0,341 Armament@GARRISONED: Name: garrisoned Weapon: PortaTesla TakeCover: ProneOffset: 227,0,-245 AttackFrontal: Voice: Attack AttackMove: Voice: Move Passenger: Voice: Move Guard: Voice: Move WithInfantryBody: DefaultAttackSequence: shoot Voiced: VoiceSet: ShokVoice ProducibleWithLevel: Prerequisites: barracks.upgraded SNIPER: Inherits: ^Soldier Valued: Cost: 700 Tooltip: Name: Sniper Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 80 Prerequisites: ~disabled Description: Elite sniper infantry unit.\nCan detect cloaked units.\n Strong vs Infantry\n Weak vs Vehicles, Aircraft Health: HP: 80 Passenger: PipType: Red RevealsShroud: Range: 6c0 AutoTarget: InitialStance: HoldFire InitialStanceAI: ReturnFire AutoTargetPriority@DEFAULT: Types: Infantry Armament@PRIMARY: Weapon: Sniper Armament@GARRISONED: Name: garrisoned Weapon: Sniper MuzzleSequence: garrison-muzzle AttackFrontal: WithInfantryBody: DefaultAttackSequence: shoot Cloak: InitialDelay: 250 CloakDelay: 120 CloakSound: UncloakSound: UncloakOn: Attack, Unload, Infiltrate, Demolish, Move IsPlayerPalette: true RequiresCondition: !cloak-force-disabled GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical DetectCloaked: CloakTypes: Cloak, Hijacker Range: 6c0 -MustBeDestroyed: ProducibleWithLevel: Prerequisites: barracks.upgraded Zombie: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Valued: Cost: 100 Tooltip: Name: Zombie Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 200 Prerequisites: ~barracks, ~bio Description: Slow undead. Attacks in close combat. Health: HP: 250 Mobile: Speed: 42 AutoTarget: ScanRadius: 5 AttackFrontal: WithInfantryBody: DefaultAttackSequence: bite IdleSequences: idle1 Armament: Weapon: claw Voiced: VoiceSet: AntVoice -TakeCover: Ant: Inherits: ^Infantry Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Valued: Cost: 300 Tooltip: Name: Giant Ant GenericName: Ant Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 1954 Prerequisites: ~barracks, ~bio Description: Irradiated insect that grew oversize. Selectable: Bounds: 24,24,0,-5 SelectionDecorations: VisualBounds: 30,30,0,-2 Health: HP: 750 Mobile: Speed: 99 TurnSpeed: 12 SharesCell: no -Crushable: AutoTarget: ScanRadius: 5 AttackFrontal: WithInfantryBody: DefaultAttackSequence: bite Armament: Weapon: mandible Targetable: TargetTypes: Ground, Infantry, Ant WithDeathAnimation: UseDeathTypeSuffix: false Voiced: VoiceSet: AntVoice HitShape: Type: Circle Radius: 469