DOG: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Dog BuildPaletteOrder: 50 Prerequisites: ~kenn, ~techlevel.infonly Description: actor-dog.description Valued: Cost: 200 Tooltip: Name: actor-dog.name GenericName: actor-dog.generic-name UpdatesPlayerStatistics: AddToArmyValue: true Selectable: Bounds: 512, 725, -42, -170 DecorationBounds: 512, 725, -42, -170 Health: HP: 1800 Mobile: Speed: 100 Voice: Move PauseOnCondition: attack-cooldown || eating Guard: Voice: Move Passenger: Voice: Move RevealsShroud: Range: 5c512 Armament: Weapon: DogJaw ReloadingCondition: attack-cooldown -AttackFrontal: AttackLeap: Voice: Attack PauseOnCondition: attacking || attack-cooldown AttackMove: Voice: Move GrantConditionOnAttack: Condition: eating RevokeDelay: 20 GrantConditionWhileAiming: Condition: run AutoTarget: InitialStance: AttackAnything AutoTargetPriority@DEFAULT: ValidTargets: Infantry Targetable: TargetTypes: GroundActor, Infantry WithInfantryBody: MoveSequence: walk StandSequences: stand DefaultAttackSequence: eat RequiresCondition: !run && !parachute WithInfantryBody@RUN: MoveSequence: run RequiresCondition: run && !parachute WithInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true SpeedMultiplier: Modifier: 150 RequiresCondition: run IgnoresDisguise: Voiced: VoiceSet: DogVoice -TakeCover: E1: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 10 Prerequisites: ~barracks, ~techlevel.infonly Description: actor-e1.description Selectable: Class: E1 Valued: Cost: 100 Tooltip: Name: actor-e1.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 5000 Armament@PRIMARY: Weapon: M1Carbine Armament@GARRISONED: Name: garrisoned Weapon: Vulcan MuzzleSequence: garrison-muzzle WithInfantryBody: DefaultAttackSequence: shoot RequiresCondition: !parachute WithInfantryBody@PARACHUTE: StandSequences: parachute RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true ProducibleWithLevel: Prerequisites: barracks.upgraded WithProductionIconOverlay: Types: Veterancy Prerequisites: barracks.upgraded E1R1: Inherits: E1 RenderSprites: Image: E1 ProducibleWithLevel: Prerequisites: techlevel.infonly InitialLevels: 1 UpdatesPlayerStatistics: OverrideActor: e1 -Buildable: WithProductionIconOverlay: Types: Veterancy Prerequisites: techlevel.infonly E2: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 40 Prerequisites: ~barr, ~techlevel.infonly Description: actor-e2.description Valued: Cost: 150 Tooltip: Name: actor-e2.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 5000 Mobile: Speed: 68 Armament@PRIMARY: Weapon: Grenade LocalOffset: 0,0,555 FireDelay: 15 Armament@GARRISONED: Name: garrisoned Weapon: Grenade FireDelay: 15 TakeCover: ProneOffset: 256,64,-331 WithInfantryBody: DefaultAttackSequence: throw RequiresCondition: !parachute WithInfantryBody@PARACHUTE: StandSequences: parachute RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true FireWarheadsOnDeath: Weapon: UnitExplodeSmall EmptyWeapon: UnitExplodeSmall DamageSource: Killer ProducibleWithLevel: Prerequisites: barracks.upgraded WithProductionIconOverlay: Types: Veterancy Prerequisites: barracks.upgraded E3: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetAllAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 30 Prerequisites: ~barracks, ~techlevel.infonly Description: actor-e3.description Selectable: Class: E3 Valued: Cost: 300 Tooltip: Name: actor-e3.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 4500 Armament@PRIMARY: Weapon: RedEye LocalOffset: 0,0,555 Armament@SECONDARY: Name: secondary Weapon: Dragon LocalOffset: 0,0,555 Armament@GARRISONED: Name: garrisoned Weapon: RedEye Armament@GARRISONEDSECONDARY: Name: garrisoned Weapon: Dragon TakeCover: ProneOffset: 384,0,-395 WithInfantryBody: DefaultAttackSequence: shoot RequiresCondition: !parachute WithInfantryBody@PARACHUTE: StandSequences: parachute RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true ProducibleWithLevel: Prerequisites: barracks.upgraded AutoTarget: ScanRadius: 5 WithProductionIconOverlay: Types: Veterancy Prerequisites: barracks.upgraded E3R1: Inherits: E3 RenderSprites: Image: E3 ProducibleWithLevel: Prerequisites: techlevel.infonly InitialLevels: 1 UpdatesPlayerStatistics: OverrideActor: e3 -Buildable: WithProductionIconOverlay: Types: Veterancy Prerequisites: techlevel.infonly E4: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 70 Prerequisites: ~barr, ftur, ~techlevel.low Description: actor-e4.description Valued: Cost: 300 Tooltip: Name: actor-e4.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 4000 Armament@PRIMARY: Weapon: Flamer LocalOffset: 700,0,500 FireDelay: 8 Armament@GARRISONED: Name: garrisoned Weapon: Flamer TakeCover: ProneOffset: 160,0,-288 FireWarheadsOnDeath: Weapon: VisualExplode EmptyWeapon: VisualExplode Chance: 50 WithInfantryBody: DefaultAttackSequence: shoot RequiresCondition: !parachute WithInfantryBody@PARACHUTE: StandSequences: parachute RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true ProducibleWithLevel: Prerequisites: barracks.upgraded WithProductionIconOverlay: Types: Veterancy Prerequisites: barracks.upgraded E6: Inherits: ^Soldier Inherits@selection: ^SelectableSupportUnit Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 60 Prerequisites: ~barracks, ~techlevel.infonly Description: actor-e6.description Valued: Cost: 400 Tooltip: Name: actor-e6.name UpdatesPlayerStatistics: AddToArmyValue: true WithInfantryBody: RequiresCondition: !parachute WithInfantryBody@PARACHUTE: StandSequences: parachute RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true Passenger: CustomPipType: yellow InstantlyRepairs: RepairsBridges: CaptureManager: GrantConditionOnPrerequisite@GLOBALREUSABLEENGINEER: Condition: global-reusable-engineers Prerequisites: global-reusable-engineers Captures: RequiresCondition: !global-reusable-engineers CaptureTypes: building PlayerExperience: 10 CaptureDelay: 200 Captures@REUSABLE: RequiresCondition: global-reusable-engineers CaptureTypes: building PlayerExperience: 10 CaptureDelay: 375 ConsumedByCapture: False EnterCursor: ability EnterBlockedCursor: move-blocked Voiced: VoiceSet: EngineerVoice -AttackFrontal: SPY: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 90 Prerequisites: ~!infantry.england, dome, ~tent, ~techlevel.medium Description: actor-spy.description Valued: Cost: 500 -Tooltip: DisguiseTooltip: Name: actor-spy.disguisetooltip-name GenericName: actor-spy.disguisetooltip-generic-name UpdatesPlayerStatistics: AddToArmyValue: true -Guard: Mobile: Voice: Move RevealsShroud: Range: 5c0 Passenger: CustomPipType: blue Voice: Move Disguise: DisguisedCondition: disguise Infiltrates: Types: SpyInfiltrate Notification: BuildingInfiltrated TextNotification: notification-building-infiltrated AutoTarget: InitialStance: HoldFire InitialStanceAI: HoldFire ScanRadius: 5 -WithInfantryBody: WithDisguisingInfantryBody: DefaultAttackSequence: shoot IdleSequences: idle1,idle2 StandSequences: stand,stand2 RequiresCondition: !parachute WithDisguisingInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true WithDecoration@disguise: Position: Top Margin: 0, -6 Image: pips Sequence: tag-spy Palette: effect RequiresCondition: disguise IgnoresDisguise: Armament: Weapon: SilencedPPK 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: actor-spy-england-disguisetooltip-name RenderSprites: Image: spy E7: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 120 Prerequisites: ~tent, atek, ~techlevel.high BuildLimit: 1 Description: actor-e7.description Valued: Cost: 1800 Tooltip: Name: actor-e7.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 10000 Mobile: Speed: 68 Voice: Move Guard: Voice: Move RevealsShroud: Range: 6c0 Demolition: DetonationDelay: 45 Voice: Demolish Passenger: CustomPipType: red Voice: Move Armament@PRIMARY: Weapon: Colt45 LocalOffset: 0,0,0, 0,0,0 Armament@GARRISONED: Name: garrisoned Weapon: Colt45 MuzzleSequence: garrison-muzzle WithInfantryBody: AttackSequences: primary: shoot-left, shoot-right StandSequences: stand RequiresCondition: !parachute WithInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true ExternalCondition@PRODUCED: Condition: produced VoiceAnnouncement: RequiresCondition: produced Voice: Build AnnounceOnKill: Voiced: VoiceSet: TanyaVoice ProducibleWithLevel: Prerequisites: barracks.upgraded WithProductionIconOverlay: Types: Veterancy Prerequisites: barracks.upgraded MEDI: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 40 Prerequisites: ~tent, ~techlevel.infonly Description: actor-medi.description Valued: Cost: 200 Tooltip: Name: actor-medi.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 6000 Mobile: Speed: 49 RevealsShroud: Range: 3c0 Passenger: CustomPipType: blue Armament: Weapon: Heal Cursor: heal OutsideRangeCursor: heal TargetRelationships: Ally ForceTargetRelationships: None WithInfantryBody: IdleSequences: idle StandSequences: stand DefaultAttackSequence: heal RequiresCondition: !parachute WithInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true Voiced: VoiceSet: MedicVoice AutoTarget: AutoTargetPriority@DEFAULT: ValidTargets: Infantry MECH: Inherits: ^Soldier Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 100 Prerequisites: ~tent, fix, ~techlevel.medium Description: actor-mech.description Valued: Cost: 500 Tooltip: Name: actor-mech.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 8000 Mobile: Speed: 49 Voice: Move RevealsShroud: Range: 3c0 Passenger: CustomPipType: blue Voice: Move Armament: Weapon: Repair Cursor: repair OutsideRangeCursor: repair TargetRelationships: Ally ForceTargetRelationships: None AttackFrontal: Voice: Action FacingTolerance: 0 CaptureManager: Captures: CaptureTypes: husk PlayerExperience: 10 Infiltrates: Types: Husk ValidRelationships: Ally EnterCursor: goldwrench WithInfantryBody: IdleSequences: idle DefaultAttackSequence: repair StandSequences: stand RequiresCondition: !parachute WithInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true Voiced: VoiceSet: MechanicVoice AutoTarget: AutoTargetPriority@DEFAULT: ValidTargets: Vehicle, Ship EINSTEIN: Inherits: ^CivInfantry -Wanders: Tooltip: Name: actor-einstein-name Mobile: Speed: 68 Voiced: VoiceSet: EinsteinVoice DELPHI: Inherits: ^CivInfantry -Wanders: Tooltip: Name: actor-delphi-name Mobile: Speed: 68 CHAN: Inherits: ^CivInfantry Valued: Cost: 500 Selectable: Class: CHAN Tooltip: Name: actor-chan-name GNRL: Inherits@1: ^CivInfantry Inherits@2: ^ArmedCivilian -Wanders: Tooltip: Name: actor-gnrl-name Selectable: Class: GNRL Mobile: Voice: Move AttackFrontal: Voice: Attack FacingTolerance: 0 AttackMove: Voice: Move Passenger: Voice: Move Guard: Voice: Move Voiced: VoiceSet: StavrosVoice -ScaredyCat: TakeCover: DamageModifiers: Prone50Percent: 50 DamageTriggers: TriggerProne WithInfantryBody: IdleSequences: idle1 RequiresCondition: !parachute WithInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true THF: Inherits: ^Soldier Inherits@selection: ^SelectableSupportUnit Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 110 Prerequisites: ~barr, dome, ~techlevel.medium Description: actor-thf.description Valued: Cost: 500 Tooltip: Name: actor-thf.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 8000 RevealsShroud: Range: 5c0 Passenger: CustomPipType: blue CaptureManager: Captures: CaptureTypes: vehicle, aircraft PlayerExperience: 10 Infiltrates: Types: ThiefInfiltrate Notification: BuildingInfiltrated TextNotification: notification-building-infiltrated Voiced: VoiceSet: ThiefVoice -TakeCover: WithInfantryBody: IdleSequences: idle StandSequences: stand RequiresCondition: !parachute WithInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true Crushable: WarnProbability: 95 Cloak: InitialDelay: 250 CloakDelay: 120 UncloakOn: Attack, Unload, Infiltrate, Demolish, Move DetectionTypes: Cloak PauseOnCondition: cloak-force-disabled GrantConditionOnDamageState@UNCLOAK: Condition: cloak-force-disabled ValidDamageStates: Critical Mobile: Voice: Move Speed: 72 -AttackFrontal: SHOK: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 130 Prerequisites: ~barr, stek, tsla, ~infantry.russia, ~techlevel.high Description: actor-shok.description Valued: Cost: 350 Tooltip: Name: actor-shok.name UpdatesPlayerStatistics: AddToArmyValue: true Health: HP: 5000 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 FacingTolerance: 0 AttackMove: Voice: Move Passenger: Voice: Move Guard: Voice: Move WithInfantryBody: DefaultAttackSequence: shoot RequiresCondition: !parachute WithInfantryBody@PARACHUTE: StandSequences: parachute RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true Voiced: VoiceSet: ShokVoice ProducibleWithLevel: Prerequisites: barracks.upgraded WithProductionIconOverlay: Types: Veterancy Prerequisites: barracks.upgraded Zombie: Inherits: ^Soldier Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Valued: Cost: 100 Tooltip: Name: actor-zombie.name UpdatesPlayerStatistics: AddToArmyValue: true Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 200 Prerequisites: ~barracks, ~bio Description: actor-zombie.description Health: HP: 25000 Mobile: Speed: 39 AutoTarget: ScanRadius: 5 WithInfantryBody: DefaultAttackSequence: bite IdleSequences: idle1 RequiresCondition: !parachute WithInfantryBody@PARACHUTE: RequiresCondition: parachute Palette: player-noshadow IsPlayerPalette: true Armament: Weapon: claw Voiced: VoiceSet: AntVoice -TakeCover: Ant: Inherits: ^Infantry Inherits@AUTOTARGET: ^AutoTargetGroundAssaultMove Valued: Cost: 300 Tooltip: Name: actor-ant.name GenericName: actor-ant.generic-name UpdatesPlayerStatistics: AddToArmyValue: true Buildable: Queue: Infantry BuildAtProductionType: Soldier BuildPaletteOrder: 1954 Prerequisites: ~barracks, ~bio Description: actor-ant.description Selectable: Bounds: 1024, 1024, 0, -213 DecorationBounds: 1280, 1280, 0, -85 Health: HP: 75000 Mobile: Speed: 92 TurnSpeed: 48 Locomotor: lighttracked -Crushable: AutoTarget: ScanRadius: 5 AttackFrontal: FacingTolerance: 0 WithInfantryBody: DefaultAttackSequence: bite Armament: Weapon: mandible Targetable: TargetTypes: GroundActor, Infantry, Ant WithDeathAnimation: UseDeathTypeSuffix: false Voiced: VoiceSet: AntVoice HitShape: Type: Circle Radius: 469 FireAnt: Inherits: Ant Tooltip: Name: actor-fireant-name GenericVisibility: none Mobile: Speed: 68 Armament: Weapon: AntFireball Health: HP: 7500 Armor: Type: Heavy Buildable: Prerequisites: ~disabled ScoutAnt: Inherits: Ant Tooltip: Name: actor-scoutant-name GenericVisibility: none Health: HP: 8500 Armor: Type: Light AutoTarget: ScanRadius: 7 Buildable: Prerequisites: ~disabled WarriorAnt: Inherits: Ant Tooltip: Name: actor-warriorant-name GenericVisibility: none Mobile: Speed: 56 Health: HP: 12500 Armor: Type: Heavy Armament: Weapon: MandibleHeavy Buildable: Prerequisites: ~disabled RenderSprites: Image: Ant