<!--
DRAW ORDER
 1 DS subs
 2 subs
 3 sub bullets, torpedos
 4 water
 4 chasm
 5 stones
 7 bridge
 8 resources
10 wall
11 corner
14 mines
14 buildings
14 sea turrets
15 ground units
18 turrets
20 trees
25 radar,goliath
30 hq
35 ground/surface unit bullets
40 big rocks
50 shield
51 magna lase
90 air unit bullets
95 air buildings
100 air units

CLASSES
Unit		objects can be units or stats
Attackable	
Mobile		
Commandable	if the unit can be player controlled
Transform	used to position barrels,muzzles
Ammo		used by engine
Gun			if the unit can attack other units
Wall		
Stat		
Animation	used for graphics
Barrel		
SpriteRot	used by engine
Ground		ground unit
Surface		water/sea unit
Airborne	air unit
Sub			submarine unit
Muzzle		where bullets are fired from
Repair		unit can repair units
Scavenge	unit can pick up resources
ScavengeAmount	amount unit aquires per second in ore, or if repair amount in hp repairs units per second (default is 15)
Mine		unit auto explodes when enemy is in range
Recycler	unit can accept resources from scavenger
Resource	
Connectable unit changes animation based on surrounding units
Gate		
Built		used by engine
Grouped		used by engine
Dead		used by engine
Static		non-mobile units are static
Building	
Missile		
PointUpgrade	if specified PointClass	and PointAdd amount is added to research points when unit is built for first time
ICBM		plays missile launch ICBM sounds to enemy players
SoundGlobalNotifyOnBuild	notifies all players that unit is being built and plays GlobalNotifyOnBuild sound
GlobalHitSound	only works on missiles and mines
GlobalFireSound only works on units with ManualFire class
IntelReportOnBuild  what player starts building this unit, it will be notified to enemies if they researched Secret Agents


PlaceRequirements	unit must be placed on another unit with a specific class
SkipUpdate			unit doesn't need to process updates used by engine
OnScreen			used by engine
InSoundField		used by engine
Tree				
HasTurret			used to play turret moving sound
Floating			unit is affected by wind and sea and moves back and forth in place
CreateUnit			unit creates another unit (specified in Projectile variable) when firing
Extractor			unit extracts resources from the ground automatically
Laser				unit uses a laser rather than bullets
Params				used to set new unit variables on state changes
CanBuildOn			if unit that takes space can be built on (for bridges)
DamageSelf			if damage caused by unit destroys our own units (used for nukes)
DestroyAreaOnDeath	when the unit dies it attacks all units in its range with its attack with amount = AttackOnDeath
BulletsTravelOver	other units can target over this unit (for walls)
RemoveBuildOn		if other units under it should be removed when this unit is built
DestroyBuildOn		if this unit should be destroyed when another unit is built on top of it
DontDestroyBuildOn	if this unit shouldn't remove units under it (for air units)
Factory				unit can build other units
Draggable			if many of the unit can be created at once by dragging the mouse
NoBurn				unit does not use a burning sound when destroyed
PlaceIgnoreSame		units of same name are ignored when checking borders (use for units which the AI should place closely)
BuildFirst			used by AI to pick better units to build
Remove				used by engine
Deepsea				unit requires deep sea to move or be placed
TurretMoving		used by engine
CantHover			unit cant stop in air and must find a place to land or keep flying around
HeatSeeking			bullet tracks target until range is reached
Bomber				unit fires only when directly over target
ScreenWhiteout		screen effect
ShootsTorpedo		tells engine that units bullets can't attack hovercraft and to draw under water
CameraShake			screen effect
Transport			unit can transport other units
AI_BuildLimited		AI builds several but only if it has a lot of credits and only 1 every 30m
AI_BuildOne				AI builds maximum of one unit
AI_DontAutoBuild	AI will not build unit

SmallArms is a special case for SoundHit that tells the game to use a random sample from a series of samples, it is meant
for high rate fire weapons, using random samples sounds more realistic

NOTE: unit width and height should both be even or odd for mobile units, not required but helps cell alignment
NOTE: unit collision radius should be just under tile size multiple to avoid collision hits and repaths when travelling by adjacent units

RotVel default is 215, aircraft rotvel is higher due to increased speed

RenderOp
1,2 normal
3 modulate
4 add
5 alpha
6 rotated
7 sub
NOTES
5,8 shadow is loaded
2,4,5 compiled with CHROMAKEY
6 optimized
565 rendering
5,8 forced to 2
888 rendering
8 forced to 5

T1 and T2 UNITS
BuildTime is mostly based on a sliding scale of 1 second of build time per 16 cost for cheap units, and 1s per 32 for the most expensive units
BuildTime = COST / ((COST-50)/20000*16+16)

T3 UNITS 1s per 15cost to 1s per 45cost
BuildTime = COST / ((COST-50)/20000*30+15)
-->

<schema>
	<unit Name="Ore" Id="1" Draw="8" Cost="1" Debris="600" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\iron\group iron %04d.bmp" FrameEnd="32" FPS="0" Offset="c" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="Resource" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
			<class Name="InstantPickup" />
			<class Name="RemoveBuildOn" />
		</classes>
		<desc Value="Pickup ore deposits to quickly increase your stockpile." />
	</unit>

	<unit Name="Xephal" Id="2" Draw="1" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\crystal1.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="Resource" />
			<class Name="UniqueResource" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
		</classes>
	</unit>

	<unit Name="Crom" Id="3" Draw="1" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\crystal2.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="Resource" />
			<class Name="UniqueResource" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
		</classes>
	</unit>

	<unit Name="Isonium" Id="4" Draw="1" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\crystal3.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="Resource" />
			<class Name="UniqueResource" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
		</classes>
	</unit>

	<unit Name="Betniah" Id="5" Draw="1" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\crystal4.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="Resource" />
			<class Name="UniqueResource" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
		</classes>
	</unit>

	<unit Name="Rhoxia" Id="6" Draw="1" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\crystal5.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="Resource" />
			<class Name="UniqueResource" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
		</classes>
	</unit>

	<unit Name="Nuba" Id="7" Draw="1" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\crystal6.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="Resource" />
			<class Name="UniqueResource" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
		</classes>
	</unit>

	<unit Name="Sapph" Id="185" Draw="1" Occupy="0" >
		<object StateGroup="Idle" >
			<animation Image="rocks\crystal7.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="CanBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="Resource" />
			<class Name="UniqueResource" />
			<class Name="CustomIcon" />
			<class Name="NotPlayerOwned" />
		</classes>
	</unit>

	<unit Name="Bridge" Id="8" Level="2" Cost="200" BuildTime="20" MaxHealth="2000" Occupy="0" Traversable="100"
		Shootable="100" Draw="7" Width="2" Height="2" CutCorner="0" BufferSize="0" BufferSizeAI="0" >
		<object StateGroup="Idle" >
			<animation Image="units\buildings\bldg bridge.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="1" />
			<animation Image="units\buildings\bldg bridge o.bmp" Offset="c" />
		</object>
		<!--<object StateGroup="Ramp" Draw="0" >
			<animation Image="units\buildings\bldg bridge x4 %04d.bmp" Offset="c" NumAngles="4" />
		</object>-->
		<classes>
			<class Name="Draggable" />
			<class Name="RemoveBuildOn" />
			<class Name="SkipUpdate" />
			<class Name="BulletsTravelOver" />
		</classes>
	</unit>

	<unit Name="Wall" Id="9" BuildTime="2" Traversable="0" Shootable="100" 
		MaxHealth="5000" Cost="150" Influence="100" CutCorner="0" Draw="10" ViewRad="48" BufferSize="0" BufferSizeAI="0"
	Projectile="" Muzzle="" Trail="" AttackHit=""
	Explosion="" Sparks="" Smoke="" Scorch="Scorch12"
	Tracks=""
	>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="walls\wall2 x4 %04d.bmp" Offset="c" NumAngles="4" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>
		<object StateGroup="Span" Draw="0" >
			<animation Image="walls\wall2 x4 %04d.bmp" Offset="c" NumAngles="4" />
		</object>
		<object StateGroup="Corner" Draw="0" >
			<animation Image="walls\wall2 corner.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="1" Traversable="100" Shootable="0" MaxHealth="0" Influence="0" CutCorner="1" />
			<animation Image="walls\wall2 x4 o %04d.bmp" Offset="c" NumAngles="4" />
		</object>
		<classes>
			<class Name="Connectable" />
			<class Name="Wall" />
			<class Name="Ground" />
			<class Name="Draggable" />
			<class Name="PlaceIgnoreSame" />
			<class Name="RemoveBuildOn" />
			<class Name="Fortification" />
			<class Name="SkipUpdate" />
			<class Name="BulletsTravelOver" />
		</classes>

		<menu>
			<group Name="Upgrade" Id="152" >
				<item Unit="Convert to Gate" />
			</group>
		</menu>

		<desc Value="Fortification to block enemy ground units.  Can be converted to gate." />
	</unit>

	<unit Name="Wall Tower" Id="166" BuildTime="20" Traversable="0" Shootable="100" PowerUsage="200"
		MaxHealth="5000" Cost="500" Influence="100" CutCorner="0" Draw="10" ViewRad="400" BufferSize="0" BufferSizeAI="0"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="" Sparks="" Smoke="" Scorch="Scorch12"
		Tracks=""
	>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="walls\wall x4 %04d.bmp" Offset="c" NumAngles="4" />
			<animation Image="units\buildings\bldg outpost.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>
		<object StateGroup="Span" Draw="0" >
			<animation Image="walls\wall x4 %04d.bmp" Offset="c" NumAngles="4" />
			<animation Image="units\buildings\bldg outpost.bmp" Offset="c" />
		</object>
		<object StateGroup="Corner" Draw="0" >
			<animation Image="walls\wall cross x4 %04d.bmp" Offset="c" NumAngles="4" />
			<animation Image="units\buildings\bldg outpost.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="1" Traversable="100" Shootable="0" MaxHealth="0" Influence="0" CutCorner="1" />
			<animation Image="walls\wall x4 o %04d.bmp" Offset="c" NumAngles="4" />
		</object>
		<classes>
			<class Name="Connectable" />
			<class Name="Wall" />
			<class Name="Ground" />
			<class Name="Draggable" />
			<class Name="PlaceIgnoreSame" />
			<class Name="RemoveBuildOn" />
			<class Name="Fortification" />
			<class Name="SkipUpdate" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_DontAutoBuild" />
		</classes>

		<desc Value="Fortification to block enemy ground units and keep a lookout." />
	</unit>

	<unit Name="Gate Horz" Id="10" BuildTime="30" PowerUsage="500" State="Closed" Width="3" Height="1" Traversable="0" Shootable="100"
		MaxHealth="8000" Cost="800" Influence="50" Range="100" CutCorner="0" Draw="10" ViewRad="128" BufferSize="0" BufferSizeAI="0" CollisionRad="70"
		Projectile="" Muzzle="" Trail="" AttackHit="" 
		Explosion="" Sparks="" Smoke="" Scorch="Scorch3"
		Tracks=""
	>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="walls\horz\gate horz x8 %04d.bmp" Offset="c" FrameEnd="1" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="-80 -128" />
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="-176 -128" />
		</object>
		<object StateGroup="Closed" Draw="0" >
			<animation Image="walls\horz\gate horz x8 %04d.bmp" Offset="c" FrameEnd="1" />
		</object>
		<object StateGroup="Open" Draw="0" >
			<params Traversable="100" Influence="0" CutCorner="1" Occupy="0" />
			<animation Image="walls\horz\gate horz x8 %04d.bmp" Offset="c" FrameStart="4" FrameEnd="5" />
		</object>
		<object StateGroup="Opening" Draw="0" >
			<animation Image="walls\horz\gate horz x8 %04d.bmp" Offset="c" FrameEnd="4" FPS="8" LoopFor="1" AutoReset="0" />
		</object>
		<object StateGroup="Closing" Draw="0" >
			<params Traversable="0" Influence="50" CutCorner="0" Occupy="1" />
			<animation Image="walls\horz\gate horz x8 %04d.bmp" Offset="c" FrameStart="4" FrameEnd="8" FPS="8" LoopFor="1" AutoReset="0" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Traversable="100" Shootable="0" MaxHealth="0" Influence="0" CutCorner="1" />
			<animation Image="walls\horz\gate horz x8 o 0000.bmp" Offset="c" />
		</object>
		<classes>
			<class Name="Gate" />
			<class Name="Wall" />
			<class Name="Ground" />
			<class Name="Fortification" />
			<class Name="RemoveBuildOn" />
			<class Name="BulletsTravelOver" />
		</classes>
		<bounds>
			<sphere Pos="-48 0" Radius="22" />
			<sphere Pos="0 0" Radius="22" />
			<sphere Pos="48 0" Radius="22" />
		</bounds>
	</unit>

	<unit Name="Gate Vert" Id="10" BuildTime="30" PowerUsage="500" State="Closed" Width="1" Height="3" Traversable="0" Shootable="100"
		MaxHealth="8000" Cost="800" Influence="50" Range="100" CutCorner="0" Draw="10" ViewRad="128" BufferSize="0" BufferSizeAI="0" CollisionRad="70"
	Projectile="" Muzzle="" Trail="" AttackHit="" 
		Explosion="" Sparks="" Smoke="" Scorch="Scorch3"
		Tracks=""
	>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="walls\vert\gate vert x8 %04d.bmp" Offset="c" FrameEnd="1" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="-128 -80" />
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="-128 -176" />
		</object>
		<object StateGroup="Closed" Draw="0" >
			<animation Image="walls\vert\gate vert x8 %04d.bmp" Offset="c" FrameEnd="1" />
		</object>
		<object StateGroup="Open" Draw="0" >
			<params Traversable="100" Influence="0" CutCorner="1" Occupy="0" />
			<animation Image="walls\vert\gate vert x8 %04d.bmp" Offset="c" FrameStart="4" FrameEnd="5" />
		</object>
		<object StateGroup="Opening" Draw="0" >
			<animation Image="walls\vert\gate vert x8 %04d.bmp" Offset="c" FrameEnd="4" FPS="8" LoopFor="1" AutoReset="0" />
		</object>
		<object StateGroup="Closing" Draw="0" >
			<params Traversable="0" Influence="50" CutCorner="0" Occupy="1" />
			<animation Image="walls\vert\gate vert x8 %04d.bmp" Offset="c" FrameStart="4" FrameEnd="8" FPS="8" LoopFor="1" AutoReset="0" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Traversable="100" Shootable="0" MaxHealth="0" Influence="0" CutCorner="1" />
			<animation Image="walls\vert\gate vert x8 o 0000.bmp" Offset="c" />
		</object>
		<classes>
			<class Name="Gate" />
			<class Name="Ground" />
			<class Name="Wall" />
			<class Name="Fortification" />
			<class Name="RemoveBuildOn" />
			<class Name="BulletsTravelOver" />
		</classes>
		<bounds>
			<sphere Pos="0 -48" Radius="22" />
			<sphere Pos="0 0" Radius="22" />
			<sphere Pos="0 48" Radius="22" />
		</bounds>
	</unit>

	<unit Name="Flare" Id="189" Level="1" Width="1" Height="1" Draw="5" Traversable="100" Shootable="0" CollisionRad="10"
		PowerUsage="0" BuildTime="0" ViewRad="500"
		Contrail="Flare Smoke"
		>
    <object StateGroup="Idle" Draw="0" >
      <animation Name="Flare1" Image="effects\flares\flare1 %04d.tga" FrameEnd="3" FPS="20" Offset="c" Compile="0" RenderOp="5" />
      <object Pos="6 5" >
        <animation Name="Flare2" Image="effects\flares\flare2 %04d.tga" FrameEnd="3" FPS="15" Offset="c" Compile="0" RenderOp="5" />
      </object>
    </object>
    <classes>
      <class Name="Ground" />
      <class Name="Surface" />
      <class Name="NotPlayerOwned" />
			<class Name="CustomIcon" />
		</classes>

    <desc Value="Signal flare to notify of position." />
  </unit>

	<unit Name="Marker" Id="190" Level="1" Width="1" Height="1" Draw="3" Traversable="100" Shootable="0" CollisionRad="10"
		ViewRad="0" Occupy="0" CacheType="1"
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="env\x.bmp" Offset="c" />
		</object>
		<classes>
			<class Name="CanBuildOn" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="SkipUpdate" />
			<class Name="DontDestroyBuildOn" />
			<class Name="NotPlayerControlled" />
			<class Name="AI_DontAutoBuild" />
		</classes>
	</unit>


	<unit Name="Flag" Id="196" Level="1" Width="1" Height="1" Draw="3" Traversable="100" Shootable="0" CollisionRad="10"
		ViewRad="200" Occupy="0" CacheType="1"
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units-nc\bldg flag.bmp" Offset="c" />
		</object>
		<classes>
			<class Name="CanBuildOn" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="SkipUpdate" />
			<class Name="NotPlayerControlled" />
			<class Name="AI_DontAutoBuild" />
		</classes>
	</unit>


	<unit Name="Apache" Id="11" Level="1" Cost="250" MaxHealth="250" Speed="150" BuildTime="40" 
		SoundMove="sounds\move\Heli Normal.ogg" SoundFire="sounds\fire\Rocket Short 2.ogg" SoundHit="sounds\hit\Sub.ogg"
		Attack="19.5" RepeatRate="0.6" Range="130" AmmoSpeed="150" 
		Draw="100" CollisionRad="18" ViewRad="160"
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail Fast" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="Flame Trail" Scorch="Scorch3"
		Tracks=""
		 >
		
		<object StateGroup="Idle" >
			<animation Image="units\air\heli2 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -15" RotVel="100" >
				<object Pos="0 -4" Type="Muzzle" />
			</unit>
			<animation Image="units\air\heli2 rotor %04d.bmp" FrameEnd="8" FPS="50" Offset="c" OptimizeShadow="0" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\heli2 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="HeatSeeking" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="Attack helicopter that fires guided air to ground missiles." />
	</unit>


	<unit Name="Seahawk" Id="165" Level="2" Cost="800" MaxHealth="720" Speed="140" BuildTime="50"
		SoundMove="sounds\move\Heli Normal.ogg" SoundFire="sounds\fire\Torpedo 02.ogg" SoundHit="sounds\hit\Sub.ogg"
		Attack="32" RepeatRate="0.5" Range="230" AmmoSpeed="250"
		Draw="100" CollisionRad="18" ViewRad="250"
		Projectile="" Muzzle="" Trail="Ripple3 Trail" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="Flame Trail" Scorch="Scorch3"
		Tracks=""
		 >

		<object StateGroup="Idle" >
			<animation Image="units\air\heli3 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -15" RotVel="100" >
				<object Pos="0 -4" Type="Muzzle" />
			</unit>
			<animation Image="units\air\heli3 rotor %04d.bmp" FrameEnd="32" FPS="60" Offset="c" OptimizeShadow="0" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\heli3 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="ShootsTorpedo" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>

		<desc Value="Anti naval attack helicopter that rapidly drops fast moving torpedos for taking out sea units." />
	</unit>


	<unit Name="Crane" Id="12" Level="2" Cost="600" MaxHealth="840" Speed="150" BuildTime="44" SoundMove="sounds\move\Heli Low.ogg"
		SoundFire="sounds\fire\Gun 38mm Destroyer.ogg" SoundHit="SmallArms" Attack="28.8" RepeatRate="0.4" Range="100" AmmoSpeed="500"
		Draw="100" CollisionRad="23" ViewRad="200"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="Flame Trail" Scorch="Scorch3"
		Tracks=""
		 >

		<object StateGroup="Idle" >
			<animation Image="units\air\heli1 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<animation Image="units\air\heli1 rotor %04d.bmp" FrameEnd="9" FPS="20" Offset="c" OptimizeShadow="0" StartAtRandomFrame="1" />
			<unit Type="Barrel" Pos="0 -20" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\heli1 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Transport" />
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Transport helicopter that can airlift small units across land and sea." />
	</unit>


	<unit Name="Raptor" Id="13" Level="2" Cost="500" Speed="270" BuildTime="31" MaxHealth="480" RotVel="500"
		SoundFire="sounds\fire\Gun Chaingun.ogg" SoundHit="SmallArms" SoundMove="sounds\move\Plane Jet.ogg"
		Attack="22" Range="370" AmmoSpeed="700" RepeatRate="0.2"
		Draw="100" CollisionRad="20" ViewRad="250" TurnRadius="144"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="Flame Trail" Scorch="Scorch2"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\ship1 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="-6 -16" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="6 -16" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\ship1 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="CantHover" />
			<class Name="SoundJetFlyby" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<desc Value="Superior fighter that uses high rate dual chain guns to mow down aircraft." />
	</unit>


	<unit Name="Wasp" Id="14" Level="1" Cost="120" SoundFire="sounds\fire\Machine Gun Ciws Small.ogg" SoundHit="SmallArms" SoundMove="sounds\move\Plane Jet Small.ogg"
		Attack="12" MaxHealth="120" Range="370" AmmoSpeed="700" RepeatRate="0.2" Speed="320" BuildTime="8" RotVel="500"
		Draw="100" CollisionRad="12" ViewRad="370" TurnRadius="96"
	Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
	Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
	Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air drone %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -6" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\air drone o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="CantHover" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<desc Value="Recon fighter that flies very fast and can hold its own." />
	</unit>

	<unit Name="Hornet" Id="170" Level="3" Cost="1200" MaxHealth="720"
		SoundFire="sounds\fire\Flamethrower.ogg" SoundMove="sounds\move\Plane Jet Small.ogg"
		SoundHit="sounds\hit\Flamehit 05.ogg"
		Attack="96" Range="250" AmmoSpeed="250" RepeatRate="0.5" Speed="250" BuildTime="72" RotVel="400"
		Draw="100" CollisionRad="20" ViewRad="350" TurnRadius="128"
		Projectile="" Muzzle="" Trail="Flame Cannon" AttackHit=""
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air drone2 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -6" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\air drone2 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="CantHover" />
			<class Name="ContainsSoldiers" />
			<class Name="SetFireToSoldiers" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<desc Value="Attack fighter featuring a flamethrower to melt both air and ground enemies." />
	</unit>


	<unit Name="Black Widow" Id="15" Level="3" Cost="2500" PowerUsage="500" 
		SoundFire="sounds\fire\Rocket Short 2.ogg" SoundHit="sounds\hit\Sub.ogg" SoundMove="sounds\move\Plane Jet Small.ogg"
		Attack="650" MaxHealth="1300" Range="250" AmmoSpeed="400" RepeatRate="2" Speed="220" BuildTime="134" RotVel="500"
		Draw="100" CollisionRad="30" ViewRad="370" TurnRadius="160" 
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail Fast" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="Flame Trail" Scorch="Scorch2"
		Tracks="" 
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air stealth %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -6" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\air stealth o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Airborne" />
		<class Name="CantHover" />
		<class Name="HeatSeeking" />
		<class Name="SoundJetFlyby" />
		<class Name="Invisible" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="Advanced stealth attack fighter invisible to enemy sight and radar due to wavefront cloaking technology." />

	</unit>


	<unit Name="Osprey" Id="16" Level="3" Cost="1800"
		SoundFire="sounds\fire\Cannon 00.ogg" SoundMove="sounds\move\Plane Turboprop.ogg" SoundHit="sounds\hit\Deep Boom 01.ogg"
		Attack="324" RepeatRate="1" MaxHealth="1800" Range="150" AmmoSpeed="200" Speed="110" BuildTime="103"
		Draw="100" CollisionRad="30" ViewRad="250" TurnRadius="144" 
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="ExpBigBurst" Sparks="SparkMed1" Smoke="Big Flame Trail" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\ship2 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -17" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
			<!--
			<object Pos="-18 -1" >
				<animation Image="units\air\ship2 rotor %04d.bmp" FrameEnd="8" FPS="20" Offset="c" />
			</object>
			<object Pos="18 -1" >
				<animation Image="units\air\ship2 rotor %04d.bmp" FrameEnd="8" FPS="20" Offset="c" />
			</object>
			-->
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\ship2 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Airborne" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Heavy attack aircraft with an 80mm cannon for destroying ground and sea units." />
	</unit>


	<unit Name="Baker Bomb" Id="17" SoundHit="sounds\hit\Explosion Rocket.ogg" 
		Attack="200" Range="120" Draw="90" Occupy="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bomb Exp" Sparks="" Smoke="" Scorch="Scorch11"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air bomb x1.bmp" Offset="c" OptimizeShadow="0" />
		</object>

		<classes>
		<class Name="Ammo" />
		<class Name="Airborne" />
		<class Name="Bomber" />
			<class Name="CustomIcon" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>
	</unit>


	<unit Name="Valkyrie" Id="18" Level="2" Cost="600" SoundFire="sounds\fire\Bomb Release.ogg" SoundMove="sounds\move\Plane Jet.ogg"
		Attack="200" RepeatRate="10" MaxHealth="400" Range="120" AmmoSpeed="8" Speed="150" BuildTime="38" RotVel="300"
		Draw="100" CollisionRad="24" ViewRad="250" TurnRadius="200" 
		Projectile="Baker Bomb" Muzzle="" Trail="" AttackHit=""
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Big Flame Trail" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air bomber5 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
			<!--<animation Image="units\air\air bomber5 %04d.bmp" Offset="c" OptimizeShadow="0" Render="rotated"/>-->
			<unit Type="Barrel" Pos="0 0" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\air bomber5 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Airborne" />
		<class Name="CantHover" />
		<class Name="Bomber" />
		<class Name="CreateUnit" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Attack bomber drops a large payload on ground and sea units." />
	</unit>


	<unit Name="Depth Charge" Id="19" SoundHit="sounds\hit\Explosion AA Flak.ogg" 
		Attack="250" Range="120" Draw="90" Occupy="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Depth Exp" Sparks="" Smoke="" Scorch="Scorch11"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air bomb x1.bmp" Offset="c" OptimizeShadow="0" />
		</object>

		<classes>
		<class Name="Ammo" />
		<class Name="Airborne" />
		<class Name="Bomber" />
		<class Name="CustomIcon" />
		</classes>

		<attack>
			<class Name="Sub" />
			<class Name="Surface" />
		</attack>
	</unit>


	<unit Name="Lancer" Id="20" Level="3" Cost="1200" SoundFire="sounds\fire\Bomb Release.ogg" SoundMove="sounds\move\Plane Jet.ogg"
		Attack="250" RepeatRate="10" MaxHealth="600" Range="120" AmmoSpeed="10" Speed="140" BuildTime="75" RotVel="300"
		Draw="100" CollisionRad="24" ViewRad="250" TurnRadius="200" 
		Projectile="Depth Charge" Muzzle="" Trail="" AttackHit=""
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Big Flame Trail" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air bomber4 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
			<unit Type="Barrel" Pos="0 0" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\air bomber4 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Airborne" />
		<class Name="CantHover" />
		<class Name="Bomber" />
		<class Name="CreateUnit" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Sub" />
			<class Name="Surface" />
		</attack>

		<desc Value="Strategic bomber that carries a specialized depth charge to destroy ships and subs." />
	</unit>


	<unit Name="Archer" Id="21" Level="2" Cost="500" Recoil="3" 
		SoundFire="sounds\fire\Cannon 04.ogg" SoundMove="sounds\move\Truck Semi.ogg"
		SoundTurret="sounds\turret\Turret Med.ogg" SoundHit="sounds\hit\Explosion Dist1.ogg"
		Attack="700" MaxHealth="350" MinRange="100" Range="370" AmmoSpeed="200" RepeatRate="5" Speed="30" BuildTime="31"
		Draw="15" CollisionRad="18" ViewRad="250" 
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Black Smoke" Scorch="Scorch1"
		Tracks="Tire2"
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\mobile\artillery body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 10" RotVel="20" >
				<object Pos="0 -33" Type="Muzzle" />
				<animation Image="units\mobile\artillery turret %04d.bmp" Offset="c" NumAngles="32" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\artillery body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Ground" />
		<class Name="Artillery" />
		<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Mobile artillery featuring long range which is useful for taking out turrets and buildings." />
	</unit>



	<!-- to scale with an M1 Abrams this tank should have a top speed of 45mph or 75 pixels per second
		with upgrades this tank is 60pps, probably about 35mph -->

	<unit Name="Challenger" Id="22" Level="1" 
		Cost="200" MaxHealth="300" Speed="50" BuildTime="13" Draw="15" CollisionRad="16" ViewRad="150"
		SoundMove="sounds\move\Tank Treads2.ogg" SoundHit="sounds\hit\Tank M60 Cannon.ogg"
		SoundTurret="sounds\turret\Turret Med.ogg" SoundFire="sounds\fire\Cannon 06.ogg"
		Recoil="2" Attack="40" Range="120" AmmoSpeed="300" RepeatRate="1"
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="SparkSmall2" Smoke="Black Smoke" Scorch="Scorch1"
		Tracks="Tread1"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\tank 5 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 6" RotVel="100" >
				<animation Image="units\mobile\tank 5 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -20" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\tank 5 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Ground" />
		<class Name="Mobile Ground" />
		<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Light tank that annihilates ground units with its 120mm cannon." />
	</unit>


	<!-- SIMPLIFIED OBJECT DESIGN - NOT USED - PROTOTYPE DESIGN FOR NEXT VERSION
	<gun Name="Challenger Turret" 
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		RotVel="100" Muzzle="0 -20" SoundFire="sounds\fire\.ogg" Recoil="2" Range="120" AmmoSpeed="300" RepeatRate="1" >
		<animation Image="units\mobile\tank 5 turret %04d.bmp" Offset="c" NumAngles="32" />
	</gun>

	<unit Name="Challenger" Id="23"
		Cost="250" MaxHealth="450" Speed="50" BuildTime="18" Draw="15" CollisionRad="16" ViewRad="150" SoundMove="sounds\move\.ogg"
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Black Smoke" Scorch="Scorch1"
		Tracks="Tread1"
		>
		<gunattach Pos="0 6" Type="Challenger Turret" />
		<animation StateGroup="Idle" Image="units\mobile\tank 5 body %04d.bmp" Offset="c" NumAngles="32" />
		<animation StateGroup="Dead" Image="units\mobile\tank 5 body o %04d.bmp" Offset="c" NumAngles="32" />
		<params StateGroup="Dead" Draw="9" />
		<class Name="Commandable" />
		<class Name="Ground" />
		<class Name="Mobile Ground" />
		<class Name="HasTurret" />
		<desc Value="" />
	</unit>
	-->


	<unit Name="Soldier" Id="175" Level="1" Cost="100" Occupy="0"
		SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms"
		Attack="4.5" MaxHealth="120" Range="100" AmmoSpeed="300" RepeatRate="0.2" Speed="35" BuildTime="8"
		Draw="15" CollisionRad="9" ViewRad="120" RotVel="1000"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="" Sparks="" Smoke="" Scorch="" Tracks="Boot"
		>

		<object StateGroup="Idle" >
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine kneel %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Run" Draw="0" >
			<animation Image="units\infantry\marine legs %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine torso %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Swim" Draw="0" >
			<animation Image="units\infantry\marine swim %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Fall" Draw="0" >
			<animation Image="units\infantry\marine legs %04d.bmp" Offset="c" FrameEnd="1" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine torso %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
			<animation Image="units\infantry\parachute %04d.bmp" FrameEnd="1" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead %04d.bmp" Offset="c" NumAngles="16" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead Water" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead water %04d.bmp" Offset="c" NumAngles="8" StartAtRandomFrame="1" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Infantry" />
			<class Name="HasTurret" />
			<class Name="Floating" />
			<class Name="NotSalvagable" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
			<class Name="Sub" />
		</attack>

		<desc Value="Elite trained soldier equiped with an advanced XM30 rifle." />
	</unit>


	<unit Name="Scout" Id="175" Level="1" Cost="200" Occupy="0"
		SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms"
		Attack="8" MaxHealth="220" Range="110" AmmoSpeed="300" RepeatRate="0.2" Speed="50" BuildTime="8"
		Draw="15" CollisionRad="9" ViewRad="160" RotVel="1000"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="" Sparks="" Smoke="" Scorch="" Tracks="Boot"
		>

		<object StateGroup="Idle" >
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine kneel %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Run" Draw="0" >
			<animation Image="units\infantry\marine legs %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine torso %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Swim" Draw="0" >
			<animation Image="units\infantry\marine swim %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Fall" Draw="0" >
			<animation Image="units\infantry\marine legs %04d.bmp" Offset="c" FrameEnd="1" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine torso %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
			<animation Image="units\infantry\parachute %04d.bmp" FrameEnd="1" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead %04d.bmp" Offset="c" NumAngles="16" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead Water" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead water %04d.bmp" Offset="c" NumAngles="8" StartAtRandomFrame="1" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Infantry" />
			<class Name="HasTurret" />
			<class Name="Floating" />
			<class Name="NotSalvagable" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
			<class Name="Sub" />
		</attack>

		<desc Value="Fast soldier ready to explore new locations." />
	</unit>


	<unit Name="Engineer" Id="179" Level="2" Cost="600" Occupy="0"
		SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms"
		MaxHealth="420" Range="100" Speed="35" BuildTime="38"
		Draw="15" CollisionRad="9" ViewRad="120" RotVel="1000" ScavengeAmount="8"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="" Sparks="" Smoke="" Scorch="" Tracks="Boot"
		>

		<object StateGroup="Idle" >
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine engr %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Run" Draw="0" >
			<animation Image="units\infantry\marine legs %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\engr torso %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Swim" Draw="0" >
			<animation Image="units\infantry\engr swim %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead up %04d.bmp" Offset="c" NumAngles="16" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead Water" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead water %04d.bmp" Offset="c" NumAngles="8" StartAtRandomFrame="1" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Infantry" />
			<class Name="HasTurret" />
			<class Name="Repair" />
			<class Name="Floating" />
			<class Name="NotSalvagable" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
			<class Name="Sub" />
		</attack>

		<desc Value="Carries specialized equipement that can repair buildings and units or convert enemy units." />
	</unit>


	<unit Name="Sniper" Id="177" Level="3" Cost="900" Occupy="0"
		SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms"
		Attack="800" MaxHealth="450" Range="1000" AmmoSpeed="500" RepeatRate="18" Speed="35" BuildTime="55"
		Draw="15" CollisionRad="9" ViewRad="300" RotVel="50"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="" Sparks="" Smoke="" Scorch=""	Tracks="Boot"
		>

		<object StateGroup="Idle" >
			<unit Type="Barrel" Pos="0 0" RotVel="50" >
				<animation Image="units\infantry\marine prone %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Run" Draw="0" >
			<animation Image="units\infantry\marine legs %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\marine torso %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead %04d.bmp" Offset="c" NumAngles="16" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead Water" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead water %04d.bmp" Offset="c" NumAngles="8" StartAtRandomFrame="1" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Infantry" />
			<class Name="CanOnlyAttackWhenIdle" />
			<class Name="NotSalvagable" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="Carries a powerful and long range rifle but is very slow to aquire targets." />
	</unit>


	<unit Name="Saboteur" Id="178" Level="3" Cost="5000" Occupy="0" PowerUsage="200"
		SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms"
		Attack="4000" MaxHealth="10" Range="75" AmmoSpeed="300" Speed="8" BuildTime="63"
		Draw="15" CollisionRad="12" ViewRad="80" RotVel="1000"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Unit Destroyed" Sparks="" Smoke="" Scorch="Scorch1"
		Icon="saboteur.bmp"
		>

		<object StateGroup="Idle" >
			<animation Image="units\infantry\marine prone %04d.bmp" Offset="c" NumAngles="32" />
		</object>
		<object StateGroup="Run" Draw="0" >
			<animation Image="units\infantry\marine belly %04d.bmp" Offset="c" FPS="5" NumAngles="80" DirectionalAnimation="8" />
		</object>
		<object StateGroup="Swim" Draw="0" >
			<animation Image="units\infantry\marine swim %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead %04d.bmp" Offset="c" NumAngles="16" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead Water" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead water %04d.bmp" Offset="c" NumAngles="8" StartAtRandomFrame="1" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Infantry" />
			<class Name="Invisible" />
			<class Name="Floating" />
			<class Name="KillOnFire" />
			<class Name="NotSalvagable" />
			<class Name="CustomIcon" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
			<class Name="Sub" />
		</attack>

		<menu>
			<group Name="Cmd" Id="156" >
				<item Unit="Fire" />
			</group>
		</menu>

		<desc Value="Moves slowly and only detectable by infantry, useful for taking out important targets deep in enemy territory." />
	</unit>


	<unit Name="SEAL" Id="180" Level="2" Cost="300" Occupy="0"
		SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms"
		Attack="14" MaxHealth="300" Range="100" AmmoSpeed="300" RepeatRate="0.2" Speed="35" BuildTime="20"
		Draw="1" CollisionRad="9" ViewRad="120" RotVel="1000"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="" Sparks="" Smoke="" Scorch="" Tracks="Boot"
		>

		<object StateGroup="Idle" >
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\seal %04d.bmp" Offset="c" NumAngles="16" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Run" Draw="0" >
			<animation Image="units\infantry\marine legs %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<animation Image="units\infantry\seal torso %04d.bmp" Offset="c" NumAngles="16" />
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Swim" Draw="0" >
			<animation Image="units\infantry\seal swim %04d.bmp" Offset="c" FPS="8" NumAngles="48" DirectionalAnimation="8" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<object Pos="2 -18" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead up %04d.bmp" Offset="c" NumAngles="16" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead Water" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead water %04d.bmp" Offset="c" NumAngles="8" StartAtRandomFrame="1" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="Infantry" />
			<class Name="HasTurret" />
			<class Name="Floating" />
			<class Name="NotSalvagable" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Sub" />
			<class Name="Airborne" />
		</attack>

		<desc Value="Regarded as being amongst the most highly skilled and trained amphibious units in the world." />
	</unit>


	<unit Name="Rocketeer" Id="176" Level="3" Cost="1100" Occupy="0"
		SoundFire="sounds\fire\Rocket Short 2.ogg" SoundHit="sounds\hit\Deep Boom 01.ogg"
		Attack="400" MaxHealth="715" Range="100" AmmoSpeed="150" RepeatRate="2" Speed="80" BuildTime="65"
		Draw="100" CollisionRad="14" ViewRad="300" RotVel="300"
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail" AttackHit="Explosion7"
		Explosion="" Sparks="" Smoke="Flame Trail" Scorch="Scorch3" Tracks=""
		Icon="rocketeer.bmp"
		>

		<object StateGroup="Idle" >
			<animation Image="units\infantry\jetpack %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
			<unit Type="Barrel" Pos="0 0" RotVel="200" >
				<object Pos="0 -8" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead up %04d.bmp" Offset="c" NumAngles="16" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead Water" Draw="0" >
			<params Draw="9" />
			<animation Image="units\infantry\marine dead water %04d.bmp" Offset="c" NumAngles="8" StartAtRandomFrame="1" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="Infantry" />
			<class Name="HeatSeeking" />
			<class Name="NotSalvagable" />
			<class Name="CustomIcon" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<desc Value="One of the most powerful infantry units, this flying soldier carries a multi purpose rocket launcher." />
	</unit>


	<unit Name="Cougar" Id="24" Level="2" Cost="550" SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms" SoundMove="sounds\move\Truck SUV.ogg"
		SoundTurret="sounds\turret\Turret Fast.ogg"
		Attack="15.4" MaxHealth="770" Range="100" AmmoSpeed="400" RepeatRate="0.175" Speed="80" BuildTime="34"
		Draw="15" CollisionRad="14" ViewRad="200" 
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="Unit Destroyed" Sparks="SparkSmall2" Smoke="" Scorch="Scorch2"
		Tracks="Tire2"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\apc 4 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 10" >
				<animation Image="units\mobile\apc 4 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -12" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\apc 4 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Ground" />
		<class Name="Mobile Ground" />
		<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<desc Value="Multi-role truck with a 15mm rapid fire machine gun." />
	</unit>


	<unit Name="Humvee" Id="25" Level="1" Cost="175"
		SoundFire="sounds\fire\Rocket Short 2.ogg" SoundMove="sounds\move\Truck Humvee.ogg"
		SoundTurret="sounds\turret\Turret Fast.ogg" SoundHit="sounds\hit\Deep Boom 01.ogg"
		Attack="28" MaxHealth="263" Range="200" AmmoSpeed="250" RepeatRate="0.8" Speed="90" BuildTime="11"
		Draw="15" CollisionRad="12" ViewRad="150" 
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="SparkSmall2" Smoke="Black Smoke" Scorch="Scorch3"
		Tracks="Tire3"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\jeep 1 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 8" >
				<animation Image="units\mobile\jeep 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -3" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\jeep 1 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Ground" />
		<class Name="Mobile Ground" />
		<class Name="HasTurret" />
		<class Name="HeatSeeking" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<desc Value="Anti-air truck that fires a tube launched, optically tracked, wire command link missile." />
	</unit>


	<unit Name="Ram" Id="26" Level="2" Cost="700" Icon="ram.bmp"
		SoundFire="sounds\fire\Rocket Small 2.ogg" SoundMove="sounds\move\Truck Semi.ogg"
		SoundTurret="sounds\turret\Turret Med.ogg" SoundHit="sounds\hit\Deep Boom 01.ogg"
		Attack="52.5" MaxHealth="1050" Range="300" AmmoSpeed="250" RepeatRate="1.5" Speed="65" BuildTime="44"
		Draw="15" CollisionRad="18" ViewRad="150" 
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="SparkSmall2" Smoke="Black Smoke" Scorch="Scorch3"
		Tracks="Tire3"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\artillery body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="5 8" >
				<animation Image="units\mobile\jeep 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -3" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-5 8" >
				<animation Image="units\mobile\jeep 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -3" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="5 -8" >
				<animation Image="units\mobile\jeep 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -3" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-5 -8" >
				<animation Image="units\mobile\jeep 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -3" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\artillery body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Commandable" />
		<class Name="Ground" />
		<class Name="Mobile Ground" />
		<class Name="HasTurret" />
		<class Name="HeatSeeking" />
		<class Name="CustomIcon" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<desc Value="Anti-air truck that fires quad heat seeking missiles." />
	</unit>


	<unit Name="Viper" Id="27" Level="3" Cost="1300" Icon="viper.bmp"
		SoundFire="sounds\fire\Flamethrower.ogg" SoundMove="sounds\move\Truck Semi.ogg"
		SoundTurret="sounds\turret\Turret Med.ogg" SoundHit="sounds\hit\Flamehit 05.ogg"
		Attack="450" MaxHealth="2250" Range="130" AmmoSpeed="80" RepeatRate="1.5" Speed="75" BuildTime="87"
		Draw="15" CollisionRad="18" ViewRad="100" 
		Projectile="" Muzzle="" Trail="Flame Cannon" AttackHit=""
		Explosion="ExpBigBurst" Sparks="Sparks4" Smoke="Black Smoke" Scorch="Scorch1"
		Tracks="Tread1"
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\mobile\artillery body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 2" RotVel="100" >
				<animation Image="units\static\gun 5 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -21" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\artillery body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Mobile Ground" />
			<class Name="HasTurret" />
			<class Name="CustomIcon" />
			<class Name="ContainsSoldiers" />
			<class Name="SetFireToSoldiers" />
		</classes>

		<desc Value="Heavy truck with a flamethrower which liquifies enemies within a short range." />
	</unit>


	<unit Name="M779" Id="28" Level="1" Cost="450" MinRange="0" SoundFire="sounds\fire\Cannon 06.ogg" Recoil="3"
		SoundTurret="sounds\turret\Turret Med.ogg" SoundHit="sounds\hit\Tank M60 Cannon.ogg"
		Attack="113" MaxHealth="900" Range="350" AmmoSpeed="300" RepeatRate="1" BuildTime="28" MuzzleCorrection="6 13"
		Draw="18" CollisionRad="23" PowerUsage="300" HeatPerShot="10" ViewRad="200" 
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Grey Smoke" Scorch="Scorch6"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\static\gun 2 base.bmp" Offset="c" />
			<unit Type="Barrel" >
				<animation Image="units\static\gun 2 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -60" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 2 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 2 base.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Commandable" />
		<class Name="Turret" />
		<class Name="RemoveBuildOn" />
		<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Defensive cannon equiped with a 155mm caliber barrel which obliterates ground units." />
	</unit>


	<unit Name="COIL" Id="172" Level="3" Cost="1500" MinRange="0"
		SoundFire="sounds\fire\Laser Shot.ogg"
		SoundTurret="sounds\turret\Turret Med.ogg"
		SoundHit="sounds\hit\Tank M60 Cannon.ogg"
		Attack="600" MaxHealth="1350" Range="600" AmmoSpeed="300" RepeatRate="12" BuildTime="87" LaserOn="1.0"
		Draw="95" CollisionRad="23" PowerUsage="3000" HeatPerShot="100" ViewRad="400"
		Projectile="Laser8" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Grey Smoke" Scorch="Scorch6"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<unit Type="Barrel" Pos="0 0" RotVel="50" >
				<animation Image="units\naval\naval 09 turret2 %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -17" Type="Muzzle" />
			</unit>
			<animation Image="units\buildings\bldg hover.bmp" Offset="c" OptimizeShadow="0"/>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\buildings\bldg hover o.bmp" Offset="c" OptimizeShadow="0"/>
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Commandable" />
			<class Name="Floating" />
			<class Name="Turret" />
			<class Name="HasTurret" />
			<class Name="Laser" />
			<class Name="DontDestroyBuildOn" />
			<class Name="SetFireToSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="Airborne chemical oxygen iodine laser has great range and damage output but is very vulnerable." />
	</unit>
	

	<unit Name="AP250" Id="29" Level="2" Cost="750" SoundFire="sounds\fire\Machine Gun M134 Mingun.ogg" SoundHit="SmallArms" Width="2" Height="2"
		SoundTurret="sounds\turret\Turret Fast.ogg"
		Attack="10.3" MaxHealth="1650" Range="350" AmmoSpeed="1000" RepeatRate="0.1" BuildTime="47" MuzzleCorrection="8 22"
		Draw="18" CollisionRad="30" PowerUsage="500" HeatPerShot="10" ViewRad="420" 
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks7"
		Explosion="ExpBigBurst" Sparks="Sparks4" Smoke="Grey Smoke" Scorch="Scorch6"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\static\gun 4 base.bmp" Offset="c" />
			<unit Type="Barrel" >
				<animation Image="units\static\gun 4 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="26 -60" Type="Muzzle" />
				<object Pos="-26 -60" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 4 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 4 base.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Commandable" />
		<class Name="Turret" />
		<class Name="RemoveBuildOn" />
		<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<desc Value="Dual role turret that fires a double chain of 50mm armor piercing rounds.  Excellent armor and damage for the cost but cannot hit smaller units." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="GAAM" Id="30"
		SoundFire="sounds\fire\Rocket Small 2.ogg" Cost="400" MinRange="0" 
		SoundTurret="sounds\turret\Turret Med.ogg" SoundHit="sounds\hit\Sub.ogg"
		Attack="72" MaxHealth="680" Range="300" AmmoSpeed="500" RepeatRate="0.6" BuildTime="25"
		Draw="95" CollisionRad="20" PowerUsage="400" HeatPerShot="5" ViewRad="400" MuzzleCorrection="4 9"
		Projectile="Flare4b" Muzzle="" Trail="Rocket Trail Fast" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Grey Smoke" Scorch="Scorch7"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<unit Type="Barrel" Pos="0 0" >
				<animation Image="units\static\gun 10 turret %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
				<object Pos="0 -17" Type="Muzzle" />
			</unit>
			<animation Image="units\static\gun 10 base.bmp" Offset="c" OptimizeShadow="0" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\static\gun 10 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Commandable" />
			<class Name="Turret" />
			<class Name="HeatSeeking" />
			<class Name="HasTurret" />
			<class Name="Floating" />
			<class Name="DontDestroyBuildOn" />
			<class Name="AI_BuildTowards" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<desc Value="Floating platform featuring a guided air to air missile launcher." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="M300" Id="31" Level="3" SoundFire="sounds\fire\Rocket Small 2.ogg" Cost="1800" MinRange="0" 
		SoundTurret="sounds\turret\Turret Med.ogg" SoundHit="sounds\hit\Sub.ogg"
		Attack="240" MaxHealth="3600" Range="320" AmmoSpeed="500" RepeatRate="1.2" BuildTime="112"
		Draw="18" CollisionRad="23" PowerUsage="1000" HeatPerShot="10" ViewRad="420" MuzzleCorrection="9 18"
		Projectile="Flare4b" Muzzle="" Trail="Rocket Trail Fast" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="Sparks4" Smoke="Grey Smoke" Scorch="Scorch7"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\static\gun 3 base.bmp" Offset="c" />
			<unit Type="Barrel" >
				<animation Image="units\static\gun 3 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="14 -30" Type="Muzzle" />
				<object Pos="-14 -30" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 3 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 3 base.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Commandable" />
		<class Name="Turret" />
		<class Name="RemoveBuildOn" />
		<class Name="HeatSeeking" />
		<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<desc Value="Anti-air SAM launcher rapidly fires a dual stream of missiles." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="Torpedo" Id="32" SoundMove="sounds\move\Sub Engine Whine.ogg" SoundHit="sounds\hit\Explosion Rocket.ogg"
		Attack="100" Draw="3" CollisionRad="5" Occupy="0" BuildOffset="0 5" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Depth Exp" Sparks="" Smoke="" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\naval\naval torp2 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
		</object>

		<classes>
			<class Name="Ammo" />
			<class Name="Sub" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>
	</unit>


	<unit Name="Mavic" Id="33" Level="1" Cost="400" MaxHealth="760" BuildTime="25"
		Draw="6" CollisionRad="20" PowerUsage="200" ViewRad="420" SoundTurret="sounds\turret\Turret Med.ogg"
		SoundFire="sounds\fire\Torpedo 02.ogg" Attack="200" Range="360" AmmoSpeed="120" RepeatRate="2"
		SoundHit="sounds\hit\Sub.ogg"
		Projectile="" Muzzle="" Trail="Ripple3 Trail" AttackHit="Explosion7"
		Explosion="Sub Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch7"
	Tracks=""
		>
		<object StateGroup="Idle" Draw="0">
			<unit Type="Barrel" >
				<animation Image="units\naval\torp 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -24" Type="Muzzle" />
			</unit>
			<animation Image="units\naval\torp 1 base.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\torp 1 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\naval\torp 1 base.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Surface" />
			<class Name="Commandable" />
			<class Name="SeaTurret" />
			<class Name="RemoveBuildOn" />
			<class Name="Floating" />
			<class Name="BuildOnBigWater" />
			<class Name="CantBuildOnMarsh" />
			<class Name="ShootsTorpedo" />
			<class Name="AI_BuildTowards" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>

		<desc Value="Torpedo launcher to protect the sea." />
	</unit>


	<unit Name="USC" Id="171" Level="3" Cost="1400" MaxHealth="2800" BuildTime="82"
		Draw="2" CollisionRad="20" PowerUsage="2000" ViewRad="320"
		SoundFire="sounds\fire\Electricity 3.ogg"
		Attack="281" Range="300" AmmoSpeed="0" RepeatRate="30" StunTime="8"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Sub Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch7"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\buildings\bldg sphere.bmp" Offset="c" />
			<unit Type="Barrel" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\buildings\bldg sphere o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg sphere.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Sub" />
			<class Name="Commandable" />
			<class Name="SeaTurret" />
			<class Name="Stun" />
			<class Name="RemoveBuildOn" />
			<class Name="Floating" />
			<class Name="BuildOnBigWater" />
			<class Name="CantBuildOnMarsh" />
			<class Name="AI_BuildTowards" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>

		<desc Value="Underwater shock cannon capable of inflicting damage in a large radius and stunning ships and subs." />
	</unit>


	<unit Name="Phalanx" Id="34" Level="2" Cost="900" SoundFire="sounds\fire\Machine Gun Sub Ciws.ogg" SoundHit="SmallArms" 
		SoundTurret="sounds\turret\Turret Fast.ogg"
		Attack="24" MaxHealth="1620" Range="400" AmmoSpeed="1000" RepeatRate="0.1" BuildTime="50"
		Draw="9" CollisionRad="23" PowerUsage="500" HeatPerShot="10" ViewRad="470" MuzzleCorrection="5 8"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\static\gun 7 base.bmp" Offset="c" />
			<unit Type="Barrel" >
				<animation Image="units\static\gun 7 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -44" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 7 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 7 base.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Surface" />
			<class Name="Commandable" />
			<class Name="SeaTurret" />
			<class Name="Floating" />
			<class Name="RemoveBuildOn" />
			<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<desc Value="Anti-air floating turret that fires a single chain of 50mm ammo." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="Kallini" Id="35" Level="3" Cost="2200" MinRange="0" Width="2" Height="2" 
		SoundFire="sounds\fire\Flamethrower.ogg" SoundTurret="sounds\turret\Turret Low.ogg"
		SoundHit="sounds\hit\Flamehit 05.ogg"
		Attack="1012" MaxHealth="4180" Range="250" AmmoSpeed="80" RepeatRate="2.3" BuildTime="121" MuzzleCorrection="7 9"
		Draw="18" CollisionRad="44" PowerUsage="800" HeatPerShot="10" ViewRad="270" 
		Projectile="" Muzzle="" Trail="Flame Cannon" AttackHit=""
		Explosion="ExpBigBurst" Sparks="SparkMed1" Smoke="" Scorch="Scorch6"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\static\gun 5 base.bmp" Offset="c" />
			<unit Type="Barrel" >
				<animation Image="units\static\gun 5 turret big %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -51" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 5 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 5 base.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Surface" />
			<class Name="Commandable" />
			<class Name="SeaTurret" />
			<class Name="Floating" />
			<class Name="RemoveBuildOn" />
			<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
			<class Name="SetFireToSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Defense weapon featuring a short range super hot flamethrower." />

		<precedences>
		</precedences>
	</unit>


	<!--
	<unit Name="Minigun" Id="36" Cost="130" MinRange="0" SoundFire="sounds\fire\.ogg"
		Attack="7" MaxHealth="285" Range="130" AmmoSpeed="300" RepeatRate="0.15" BuildTime="12"
		Draw="18" CollisionRad="14" PowerUsage="40" HeatPerShot="10" ViewRad="140" 
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="Grey Smoke" Scorch="Scorch6"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\static\gun 1 base.bmp" Offset="c" />
			<unit Type="Barrel" >
				<animation Image="units\static\gun 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -20" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 1 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 1 base.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Commandable" />
		<class Name="Turret" />
		<class Name="HasTurret" />
		</classes>

		<desc Value="A small chain gun to protect scavengers or your base from early attacks.  Excels vs aircraft." />
	</unit>
	-->


	<unit Name="Bertha" Id="37" Level="2" Width="3" Height="3" Cost="2000" MinRange="0" Recoil="5"
		SoundFire="sounds\fire\Cannon 05.ogg" SoundTurret="sounds\turret\Turret Long Clunks.ogg"
		SoundHit="sounds\hit\Explosion Dist2.ogg"
		Attack="1500" MaxHealth="3500" Range="1800" AmmoSpeed="450" RepeatRate="15" BuildTime="114" MuzzleCorrection="31 61"
		Draw="18" CollisionRad="36" PowerUsage="2000" HeatPerShot="10" ViewRad="400" 
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="ExpBigBurst" Sparks="SparkMed1" Smoke="Grey Smoke" Scorch="Scorch6" ScorchSize="150"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\static\gun 6 base.bmp" Offset="c" />
			<unit Type="Barrel" RotVel="7" >
				<animation Image="units\static\gun 6 turret x64 %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="1" />
				<object Pos="0 -127" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 6 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 6 base.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Commandable" />
			<class Name="Turret" />
			<class Name="HasTurret" />
			<class Name="Artillery" />
			<class Name="RemoveBuildOn" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Long range artillery." />

		<precedences>
			<precedence Name="Unit" Value="Radar Tower" />
		</precedences>
	</unit>


  <unit Name="Merlon" Id="38" Level="2" Width="4" Height="4" MaxHealth="9500" Draw="18" Cost="5000"
		PowerUsage="4000" BuildTime="223" ViewRad="350"
		SoundFire="sounds\fire\Cannon 02.ogg"  SoundTurret="sounds\turret\Turret Low.ogg"
		SoundHit="sounds\hit\Explosion AA Flak.ogg"
		Attack="375" Range="350" AmmoSpeed="320" RepeatRate="1" 
		Projectile="" Muzzle="Flare1" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBig1" Smoke="" Scorch="Scorch13"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg fortress.bmp" Offset="c" />
			<unit Type="Barrel" Pos="41 34" RotVel="40" >
				<animation Image="units\static\gun 5 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -21" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-41 34" RotVel="40" >
				<animation Image="units\static\gun 5 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -21" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-41 -34" RotVel="40" >
				<animation Image="units\static\gun 5 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -21" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="41 -34" RotVel="40" >
				<animation Image="units\static\gun 5 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -21" Type="Muzzle" />
			</unit>
			<!--<animation Image="units\buildings\bldg ani fortress top.bmp" Offset="c" />-->
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg fortress o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="-32 -32" />
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="32 -32" />
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="32 32" />
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="-32 32" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Commandable" />
			<class Name="Building" />
			<class Name="Turret" />
			<class Name="MultiBarrel" />
			<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Heavy defense installation that features awesome firepower with four long range cannons." />

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<precedences>
		</precedences>
	</unit>


	<unit Name="Mark V Torpedo" Id="39" SoundMove="sounds\move\Sub Engine Whine.ogg" SoundHit="sounds\hit\Explosion Rocket.ogg"
		Attack="5100" Range="300" Draw="3" CollisionRad="12" Occupy="0" BuildOffset="0 18" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Depth Exp" Sparks="" Smoke="" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\naval\naval torp1 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
		</object>

		<classes>
		<class Name="Ammo" />
		<class Name="Sub" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>
	</unit>


	<unit Name="Zenith" Id="40" Level="2" Width="3" Height="3" MaxHealth="10800" Draw="1" Cost="6000"
		PowerUsage="8000" BuildTime="251" ViewRad="350"
		SoundFire="sounds\fire\Torpedo 02.ogg" SoundTurret="sounds\turret\Turret Low.ogg"
		SoundHit="sounds\hit\Explosion Rocket.ogg"
		Attack="900" Range="300" AmmoSpeed="130" RepeatRate="2" 
		Projectile="Mark V Torpedo" Muzzle="" Trail="Ripple3 Trail" AttackHit="Explosion7"
		Explosion="Sub Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch13"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg sea fortress.bmp" Offset="c" />
			<unit Type="Barrel" Pos="48 44" RotVel="40" >
				<animation Image="units\naval\torp 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -24" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-48 44" RotVel="40" >
				<animation Image="units\naval\torp 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -24" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-48 -51" RotVel="40" >
				<animation Image="units\naval\torp 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -24" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="48 -51" RotVel="40" >
				<animation Image="units\naval\torp 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -24" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg sea fortress o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="-32 -32" />
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="32 -32" />
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="32 32" />
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" Pos="-32 32" />
		</object>

		<classes>
			<class Name="Sub" />
			<class Name="Commandable" />
			<class Name="Building" />
			<class Name="Turret" />
			<class Name="MultiBarrel" />
			<class Name="HasTurret" />
			<class Name="BuildOnBigWater" />
			<class Name="CantBuildOnMarsh" />
			<class Name="ShootsTorpedo" />
			<class Name="CreateUnit" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Submersible heavy defense installation that features four long range torpedo launchers." />

		<attack>
			<class Name="Sub" />
			<class Name="Surface" />
		</attack>

		<precedences>
		</precedences>
	</unit>


	<!--
	<unit Name="Scout" Id="41" Level="1" Cost="100" SoundFire="sounds\fire\.ogg" SoundMove="sounds\move\.ogg"
		Attack="1" MaxHealth="150" Range="100" AmmoSpeed="400" RepeatRate="0.3" Speed="110" BuildTime="12"
		Draw="15" CollisionRad="8" ViewRad="120" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Explosion9" Sparks="" Smoke="" Scorch="Scorch10"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\jeep 3 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 5" >
				<animation Image="units\mobile\jeep 3 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="3 -9" Type="Muzzle" />
				<object Pos="-3 -9" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\jeep 3 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Commandable" />
		<class Name="Scout" />
		<class Name="Mobile Ground" />
		<class Name="HasTurret" />
		<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="A very lightweight vehicle useful for discovering new areas or tracking the enemy." />
	</unit>


	<unit Name="Scavenger" Id="42" Level="1" 
		Cost="400" Speed="80" MaxHealth="400" BuildTime="20" Range="10" SoundMove="sounds\move\.ogg"
		Draw="15" CollisionRad="12" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Explosion9" Sparks="" Smoke="" Scorch="Scorch10"
		Tracks="Tire4"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\engr %04d.bmp" Offset="c" NumAngles="32" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\engr o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Scavenge" />
		<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="A small excavating vehicle which automatically locates ore, diggs it up, then dumps it at a refining plant." />
	</unit>-->


	<unit Name="IMS" Id="43" Level="2" SoundHit="sounds\hit\Explosion Dist2.ogg"
		PowerUsage="0" BuildTime="180" BufferSizeAI="3" 
		Occupy="0" Cost="200" MaxHealth="150" Attack="600" Range="170" Draw="14" CollisionRad="8" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Unit Destroyed" Sparks="" Smoke="" Scorch="Scorch11"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\buildings\bldg ims.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
			<animation Image="units\buildings\bldg ims.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Mine" />
			<class Name="Ground" />
			<class Name="NotAccelleratable" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="Land mine that detects and damages only enemy units.  Land mines are not detectable on radar." />
	</unit>


	<unit Name="Zork" Id="44" Level="2" SoundHit="sounds\hit\Explosion AA Flak.ogg"
		PowerUsage="0" BuildTime="220" BufferSizeAI="4" 
		Occupy="0" Cost="300" MaxHealth="200" Attack="800" Range="250" Draw="2" CollisionRad="8" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Unit Destroyed" Sparks="" Smoke="" Scorch="Scorch11"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\buildings\bldg sea mine.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
			<animation Image="units\buildings\bldg sea mine.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Mine" />
			<class Name="Sub" />
			<class Name="Floating" />
			<class Name="DontDestroyBuildOn" />
			<class Name="NotAccelleratable" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>

		<desc Value="Sea mine that detects and damages only enemy units.  Sea mines are not detectable on radar." />
	</unit>


	<unit Name="Lupis" Id="45" Level="1" 
		Cost="250" MaxHealth="350" Speed="70" BuildTime="16" Draw="15" CollisionRad="22" ViewRad="180"
		SoundMove="sounds\move\Boat Fishing.ogg" SoundTurret="sounds\turret\Turret Fast.ogg"
		SoundFire="sounds\fire\Gun Hughes.ogg" SoundHit="SmallArms" Recoil="2" Attack="47.5" Range="150" AmmoSpeed="300" RepeatRate="1" 
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail="Foam3b Trail"
		BuildOffset="0 22"
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 20 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 9" RotVel="100" >
				<animation Image="units\naval\naval 20 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -24" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 20 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Surface" />
			<class Name="HasTurret" />
			<class Name="MobileSea" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -14" Radius="8" />
			<sphere Pos="0 0" Radius="11" />
			<sphere Pos="0 14" Radius="10" />
		</bounds>

		<desc Value="Light assault boat." />
	</unit>


	<unit Name="Mira" Id="195" Level="3" Cost="1300" PowerUsage="200"
		SoundMove="sounds\move\Boat Fishing.ogg" SoundTurret="sounds\turret\Turret Fast.ogg"
		SoundFire="sounds\fire\Laser Pulse.ogg"
		MaxHealth="1250" Speed="50" BuildTime="81" Draw="15" CollisionRad="22" ViewRad="250"
		Attack="109" Range="200" AmmoSpeed="300" RepeatRate="1.2" LaserOn="0.5"
		Projectile="Laser7" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail="Foam3b Trail"
		BuildOffset="0 22"
		>

		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 10 %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 -8" RotVel="100" >
				<animation Image="units\naval\naval 10 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -7" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 10 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Surface" />
			<class Name="HasTurret" />
			<class Name="MobileSea" />
			<class Name="Laser" />
			<class Name="ContainsSoldiers" />
			<class Name="SetFireToSoldiers" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<bounds>
			<sphere Pos="0 -22" Radius="10" />
			<sphere Pos="0 0" Radius="12" />
			<sphere Pos="0 22" Radius="10" />
		</bounds>

		<desc Value="Assault boat featuring a mid-infrared advanced chemical laser that can attack all units above the surface." />
	</unit>


	<unit Name="Zumwalt" Id="46" Level="3" 
		Cost="2400" MaxHealth="3360" Speed="50" BuildTime="134" Draw="15" CollisionRad="22" ViewRad="200"
		SoundMove="sounds\move\Boat Wood.ogg" SoundTurret="sounds\turret\Turret Med.ogg"
		SoundFire="sounds\fire\Cannon 00.ogg" SoundHit="sounds\hit\Tank M60 Cannon.ogg"
		Recoil="2" Attack="228" Range="150" AmmoSpeed="300" RepeatRate="1" 
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="ExpBigBurst" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail="Foam3b Trail"
		BuildOffset="0 52"
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 09 %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 32" RotVel="70" >
				<animation Image="units\naval\naval 09 turret1 %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -15" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="0 -7" RotVel="50" >
				<animation Image="units\naval\naval 09 turret2 %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -20" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 09 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Surface" />
			<class Name="HasTurret" />
			<class Name="MobileSea" />
			<class Name="ContainsSoldiers" />
			<class Name="RectSelection" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -25" Radius="13" />
			<sphere Pos="0 0" Radius="14" />
			<sphere Pos="0 25" Radius="13" />
		</bounds>

		<desc Value="Heavy assault boat." />
	</unit>


	<unit Name="Stingray" Id="47" Level="1"
		Cost="200" BuildTime="13" MaxHealth="280" Speed="80" SoundMove="sounds\move\Boat Speed.ogg" SoundTurret="sounds\turret\Turret Fast.ogg"
		SoundFire="sounds\fire\Machine Gun Browning.ogg" SoundHit="SmallArms" Attack="8.4" RepeatRate="0.2" Range="250" AmmoSpeed="1000"
		CollisionRad="23" ViewRad="200" Draw="15"
		BuildOffset="0 22"
		
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail="Foam3b Trail"
		>

		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 16 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 10" RotVel="100" >
				<animation Image="units\naval\naval 16 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -16" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 16 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Surface" />
			<class Name="HasTurret" />
			<class Name="MobileSea" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Airborne" />
		</attack>

		<bounds>
			<sphere Pos="0 -14" Radius="8" />
			<sphere Pos="0 0" Radius="11" />
			<sphere Pos="0 14" Radius="10" />
		</bounds>

		<desc Value="Anti-air destroyer." />
	</unit>


	<unit Name="Seawolf" Id="48" Level="1"
		Cost="300" BuildTime="19" MaxHealth="420" Speed="90" SoundMove="sounds\move\Sub Rumble.ogg"
		SoundFire="sounds\fire\Torpedo 01.ogg" SoundHit="sounds\hit\Explosion AA Flak.ogg"
		Attack="120" RepeatRate="2" Range="180" AmmoSpeed="130"
		CollisionRad="23" ViewRad="200" Draw="2"
		BuildOffset="0 30"
		
		Projectile="" Muzzle="" Trail="Ripple3 Trail" AttackHit="Explosion7"
		Explosion="Sub Destroyed" Sparks="" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail=""
		>

		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 14 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -30" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 14 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Sub" />
			<class Name="MobileSea" />
			<class Name="ShootsTorpedo" />
			<class Name="ContainsSoldiers" />
			<class Name="RectSelection" />
		</classes>

		<attack>
			<class Name="Sub" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -14" Radius="9" />
			<sphere Pos="0 0" Radius="8" />
			<sphere Pos="0 14" Radius="9" />
		</bounds>

		<desc Value="Light attack submarine." />

	</unit>


	<unit Name="SRM5" Id="164" Speed="100" CollisionRad="35" StunTime="5"
		SoundFire="sounds\fire\Rocket Small.ogg" SoundHit="sounds\fire\Electricity 3.ogg"
		MaxHealth="1000" Attack="300" Range="125" Draw="90" Occupy="0" BuildOffset="0 15" TurnRadius="200"
		Projectile="" Muzzle="" Trail="Rocket Trail" AttackHit=""
		Explosion="" Sparks="" Smoke="" Scorch=""
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air rocket3 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Missile" />
			<class Name="DamageSelf" />
			<class Name="CantHover" />
			<class Name="Stun" />
			<class Name="SoundJetFlyby" />
		</classes>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="Short range missile equipped with EMP warhead that damages and disables all surface units for 5 seconds." />
	</unit>


	<unit Name="Proteus" Id="163" Level="2"
		Cost="1700" BuildTime="65" MaxHealth="800" Speed="50"
		SoundMove="sounds\move\Sub Rumble.ogg" SoundFire="sounds\fire\Rocket Small.ogg" SoundHit="sounds\hit\Deep Boom 01.ogg"
		Attack="200" RepeatRate="12" Range="500" AmmoSpeed="100"
		CollisionRad="23" ViewRad="200" Draw="2"
		BuildOffset="0 30"
		
		Projectile="SRM5" Muzzle="" Trail="Rocket Trail" AttackHit="Explosion7"
		Explosion="Sub Destroyed" Sparks="" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail=""
		>

		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 21 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 0" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 21 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Sub" />
			<class Name="MobileSea" />
			<class Name="HasTurret" />
			<class Name="CreateUnit" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Ground" />
			<class Name="Airborne" />
		</attack>

		<bounds>
			<sphere Pos="0 -22" Radius="11" />
			<sphere Pos="0 0" Radius="13" />
			<sphere Pos="0 22" Radius="11" />
		</bounds>

		<desc Value="Advanced submarine that launches a medium range EMP missile." />
	</unit>


	<unit Name="Abyss" Id="49" Level="3" PowerUsage="300" 
		Cost="2200" BuildTime="121" MaxHealth="1760" Speed="60" SoundMove="sounds\move\Sub Rumble.ogg"
		SoundFire="sounds\fire\Torpedo 01.ogg" SoundHit="sounds\hit\Explosion AA Flak.ogg"
		Attack="660" RepeatRate="2" Range="160" AmmoSpeed="130" 
		CollisionRad="20" ViewRad="200" Draw="2" 
		BuildOffset="0 30"
		
		Projectile="Torpedo" Muzzle="" Trail="Ripple3 Trail" AttackHit="Explosion7"
		Explosion="Sub Destroyed" Sparks="" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail=""
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 15 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
			<unit Type="Barrel" Pos="0 -24" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 15 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Sub" />
			<class Name="MobileSea" />
			<class Name="ShootsTorpedo" />
			<class Name="CreateUnit" />
			<class Name="Invisible" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Sub" />
			<class Name="Surface" />
		</attack>

		<desc Value="This advanced stealth submarine features cloaking technology and is invisible to enemy subs and sonar." />

	</unit>


	<unit Name="Megalodon" Id="50" Level="2" 
		Cost="800" BuildTime="50" MaxHealth="1120" Speed="90" SoundMove="sounds\move\Sub Rumble.ogg"
		SoundFire="sounds\fire\Torpedo 01.ogg" SoundHit="sounds\hit\Explosion AA Flak.ogg"
		Attack="320" RepeatRate="2" Range="250" AmmoSpeed="130" 
		CollisionRad="22" ViewRad="200" Draw="2" 
		BuildOffset="0 30"
		
		Projectile="Torpedo" Muzzle="" Trail="Ripple3 Trail" AttackHit="Explosion7"
		Explosion="Sub Destroyed" Sparks="" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail=""
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 13 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -30" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 13 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Sub" />
			<class Name="MobileSea" />
			<class Name="ShootsTorpedo" />
			<class Name="CreateUnit" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Sub" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -22" Radius="11" />
			<sphere Pos="0 0" Radius="13" />
			<sphere Pos="0 22" Radius="11" />
		</bounds>

		<desc Value="Medium attack submarine." />

	</unit>


	<unit Name="Eel" Id="51" Level="2" PowerUsage="2000" 
		Cost="1200" BuildTime="60" MaxHealth="900" Speed="70" SoundMove="sounds\move\Sub Deep Machine.ogg"
		SoundFire="sounds\fire\Electricity 3.ogg" Attack="200" RepeatRate="25" Range="280" AmmoSpeed="130" StunTime="15"
		CollisionRad="22" ViewRad="200" Draw="2" 
		BuildOffset="0 30"
		
		Projectile="" Muzzle="Flare03" Trail="" AttackHit=""
		Explosion="Sub Destroyed" Sparks="" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail=""
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\naval\naval 11 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0"/>
			<unit Type="Barrel" Pos="0 -30" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 11 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Sub" />
			<class Name="MobileSea" />
			<class Name="Stun" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Sub" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -22" Radius="11" />
			<sphere Pos="0 0" Radius="13" />
			<sphere Pos="0 22" Radius="11" />
		</bounds>

		<menu>
			<group Name="Cmd" Id="156" >
				<item Unit="Fire" />
			</group>
		</menu>

		<desc Value="Submarine with electric shock capabilities which damages and temporarily immobilizes sea units." />
	</unit>


	<unit Name="Samum" Id="52" Level="2" SoundMove="sounds\move\Hovercraft.ogg" Cost="700"
		SoundFire="sounds\fire\Machine Gun Tank.ogg" SoundHit="SmallArms" SoundTurret="sounds\turret\Turret Fast.ogg"
		Attack="24" MaxHealth="840" Range="100" AmmoSpeed="400" RepeatRate="0.2" Speed="90" BuildTime="44"
		Draw="15" CollisionRad="18" ViewRad="200" 
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch="Scorch2"
		Tracks="" Contrail="Hovercraft Small Trail"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\hov apc 01 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 9" >
				<animation Image="units\mobile\hov apc 01 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -17" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\hov apc 01 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Attack hovercraft capable of traversing land and sea." />
	</unit>


	<unit Name="Spawn" Id="53" Level="3" Cost="1200" Recoil="2"
		SoundFire="sounds\fire\Gun 38mm Destroyer.ogg" SoundHit="SmallArms"
		SoundMove="sounds\move\Hovercraft.ogg" SoundTurret="sounds\turret\Turret Med.ogg"
		Attack="102" MaxHealth="1440" Range="140" AmmoSpeed="300" RepeatRate="0.5" Speed="50" BuildTime="75"
		Draw="15" CollisionRad="24" ViewRad="200"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="ExpBigBurst" Sparks="SparkMed1" Smoke="" Scorch="Scorch1"
		Tracks="" Contrail="Hovercraft Small Trail"
		>

		<object StateGroup="Idle" >
			<animation Image="units\mobile\hov2 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 8" RotVel="100" >
				<animation Image="units\mobile\hov2 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -39" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\hov2 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="HasTurret" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Heavy attack hovercraft that carries a powerful medium range gun." />
	</unit>


	<unit Name="Magmus" Id="193" Level="3" Cost="1500"
		SoundFire="sounds\fire\Rocket Small.ogg" SoundMove="sounds\move\Truck Diesel.ogg"
		SoundTurret="sounds\turret\Turret Fast.ogg" SoundHit="sounds\hit\Deep Boom 01.ogg"
		Attack="300" MaxHealth="450" Range="700" AmmoSpeed="100" RepeatRate="5" Speed="30" BuildTime="95"
		Draw="15" CollisionRad="24" ViewRad="300" MuzzleCorrection="4 9"
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="SparkSmall2" Smoke="Black Smoke" Scorch="Scorch3"
		Tracks="Tire3"
		>

		<object StateGroup="Idle" >
			<animation Image="units\mobile\apc 3 %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 10" RotVel="40" >
				<animation Image="units\mobile\apc 3 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="-8 -38" Type="Muzzle" />
				<object Pos="8 -38" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\apc 3 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Mobile Ground" />
			<class Name="HasTurret" />
			<class Name="HeatSeeking" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Attack vehicle with long range surface to surface missiles." />
	</unit>


	<unit Name="Septu" Id="191" Level="3" Cost="1200" PowerUsage="2000" Icon="septu.bmp"
		SoundIdle="sounds\idle\Machine Drone.ogg"
		SoundFire="SmallArms" SoundMove="sounds\move\Truck Humvee.ogg"
		SoundTurret="sounds\turret\Turret Fast.ogg" SoundHit="sounds\hit\Deep Boom 01.ogg"
		Attack="10" MaxHealth="500" Range="140" AmmoSpeed="400" RepeatRate="0.3" Speed="40" BuildTime="95" ShieldRad="80"
		Draw="15" CollisionRad="20" ViewRad="300"
		Projectile="" Muzzle="" Trail="" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch3"
		Tracks="Tire3"
		>

		<object StateGroup="Idle" >
			<animation Image="units\mobile\repair %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 6" >
				<animation Image="units\mobile\apc 4 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -12" Type="Muzzle" />
			</unit>
			<animation Image="effects\shield\smtop%04d.bmp" Offset="c" FrameEnd="2" FPS="4" RenderOp="4" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\repair o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Mobile Ground" />
			<class Name="HasTurret" />
			<class Name="Shield" />
			<class Name="ContainsSoldiers" />
			<class Name="CustomIcon" />
		</classes>

		<desc Value="Mobile shield unit capable of absorbing heavy damage." />
	</unit>


	<unit Name="Cheetah" Id="192" Level="2" Cost="900" PowerUsage="300" Icon="cheetah.bmp"
		SoundFire="sounds\fire\Laser Pulse.ogg"
		SoundMove="sounds\move\Tank Treads1.ogg"
		SoundTurret="sounds\turret\Turret Med.ogg"
		Attack="93" MaxHealth="1080" Range="170" RepeatRate="0.74" Speed="70" BuildTime="90" LaserOn="0.2"
		Draw="15" CollisionRad="14" ViewRad="200"
		Projectile="Laser6" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="Unit Destroyed" Sparks="SparkSmall2" Smoke="" Scorch="Scorch3"
		Tracks="Tread1"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\tank 2 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 8" RotVel="50" >
				<animation Image="units\naval\naval 09 turret2 %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -17" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\tank 2 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Commandable" />
			<class Name="Laser" />
			<class Name="ContainsSoldiers" />
			<class Name="SetFireToSoldiers" />
			<class Name="CustomIcon" />
		</classes>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="Fast strike track that can attack all unit classes with its high powered laser." />
	</unit>

	
	<unit Name="Transport One" Id="55" Level="3" Cost="0" SoundMove="sounds\move\Hovercraft.ogg" SoundTurret="sounds\turret\Turret Med.ogg"
		MaxHealth="20000" PowerUsage="0" Icon="transport one.bmp"
		Attack="150" Range="150" AmmoSpeed="300" RepeatRate="1" Speed="60" BuildTime="0"
		Draw="15" CollisionRad="24" ViewRad="300" 
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Sparks8"
		Explosion="ExpBigBurst" Sparks="SparkMed1" Smoke="" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\repair2 %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 8" RotVel="100" >
				<animation Image="units\mobile\hov2 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -39" Type="Muzzle" />
			</unit>
			<animation Image="gui\star.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\repair2 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Commandable" />
			<class Name="HasTurret" />
			<class Name="ProtectUnit" />
			<class Name="LeaderUnit" />
			<class Name="CustomIcon" />
			<class Name="AI_DontAutoBuild" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<desc Value="A massively armored transport hovercraft used to transport leaders." />
	</unit>


	<unit Name="Newt" Id="54" Level="2" Cost="1400" SoundMove="sounds\move\Hovercraft.ogg" SoundTurret="sounds\turret\Turret Med.ogg"
		MaxHealth="700" PowerUsage="300" Speed="35" Range="110" BuildTime="90"
		Draw="15" CollisionRad="18" ViewRad="150" RegenRate="5"
		Projectile="Laser3" Muzzle="" Trail="" AttackHit=""
		Explosion="Unit Destroyed" Sparks="" Smoke="" Scorch="Scorch3"
		Tracks="" Contrail="Hovercraft Small Trail"
		>
		<object StateGroup="Idle" >
			<animation Image="units\mobile\repair2 %04d.bmp" Offset="c" NumAngles="32" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\repair2 o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Commandable" />
			<class Name="Repair" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>

		<desc Value="Repair hovercraft that can fix damaged units and buildings.  The Newt can also convert enemy units!" />
	</unit>


	<unit Name="Magna Lase" Id="56" Level="3" Width="3" Height="3" Cost="20000" MinRange="0" Recoil="0"
		SoundFire="sounds\fire\Laser Drone.ogg" SoundTurret="sounds\turret\Turret Long Clunks.ogg"
	SoundIdle="sounds\idle\Machine Drone.ogg"
	Attack="8000" MaxHealth="28000" Range="10000" PowerUsage="8000" BuildTime="445" MuzzleCorrection="18 40"
	AmmoSpeed="0" RepeatRate="120" Draw="51" CollisionRad="70" HeatPerShot="10" ViewRad="300" LaserBeamWidth="80" LaserOn="3"
	Projectile="Laser1" Muzzle="Flare01" Trail="" AttackHit=""
	Explosion="MegaUnit Destroyed" Sparks="SparkBig1" Smoke="Grey Smoke" Scorch="Scorch17" ScorchSize="500"
	Tracks="" PointAdd="4" PointClass="MegaUnit"
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\static\gun 8 base.bmp" Offset="c" />
			<unit Type="Barrel" RotVel="10" >
				<animation Image="units\static\gun 8 turret x64 %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="2" />
				<object Pos="0 -104" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 8 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
			<animation Image="units\static\gun 8 base.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Commandable" />
			<class Name="HasTurret" />
			<class Name="RemoveBuildOn" />
			<class Name="Laser" />
			<class Name="ManualFire" />
			<class Name="DamageSelf" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="Countdown" />
			<class Name="GlobalFireSound" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
			<class Name="DrainPower" />
		</classes>

		<desc Value="Massive laser installation which damages all units in its lasers path.  Temporarily drains all surrounding power." />

		<precedences>
			<precedence Name="Unit" Value="Rhoxia" />
		</precedences>
	</unit>


	<!-- note CacheType="1" this only loads the unit when its needed, since its only used on one campaign level no point in loading it when playing all other levels -->
	<unit CacheType="1" Name="Infinity Weapon" Id="" Level="3" Width="17" Height="17" Cost="100000" MinRange="0" Recoil="0"
		SoundFire="sounds\fire\Laser Drone.ogg" SoundTurret="sounds\turret\Turret Long Clunks.ogg"
		SoundIdle="sounds\idle\Machine Drone.ogg"
		Attack="50000" MaxHealth="100000" Range="20000" PowerUsage="100000" BuildTime="5000" RegenRate="280"
		AmmoSpeed="0" RepeatRate="600" Draw="51" CollisionRad="400" ViewRad="1300" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="MegaUnit Destroyed" Sparks="SparkBig1" Smoke="Grey Smoke" Scorch="Scorch17" ScorchSize="500"
		Tracks="" PointAdd="4" PointClass="MegaUnit"
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units-nc\bldg infinity weapon.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units-nc\bldg infinity weapon o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units-nc\bldg infinity weapon.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Commandable" />
			<class Name="RemoveBuildOn" />
			<class Name="ManualFire" />
			<class Name="DamageSelf" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="Countdown" />
			<class Name="GlobalFireSound" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Massive energy focusing dish which destroys all units within 100km." />
	</unit>


	<unit Name="Goliath" Id="57" Level="3" Cost="13000" BuildTime="378" Width="3" Height="3"
		SoundFire="sounds\fire\Gun 20mm AA.ogg" SoundHit="sounds\hit\Explosion AA Flak.ogg"
		SoundMove="sounds\move\Tank Treads1.ogg" SoundTurret="sounds\turret\Turret Low.ogg"
		Attack="650" MaxHealth="17000" Range="320" AmmoSpeed="320" RepeatRate="1" Speed="30" RotVel="20" Recoil="3"
		Draw="25" CollisionRad="70" ViewRad="350" AttackOnDeath="2000"
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="MegaUnit Destroyed" Sparks="SparkBig1" Smoke="Black Smoke" Scorch="Scorch17" ScorchSize="600"
		Tracks="Tread2" PointAdd="4" PointClass="MegaUnit"
		>

		<object StateGroup="Idle" Draw="0">
			<animation Image="units\mobile\tank 9 body x64 %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="2" />

			<unit Type="Barrel" Pos="33 30" RotVel="50" >
				<animation Image="units\mobile\tank 9 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -41" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-33 30" RotVel="50" >
				<animation Image="units\mobile\tank 9 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -41" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-28 -39" RotVel="50" >
				<animation Image="units\mobile\tank 9 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -41" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="28 -39" RotVel="50" >
				<animation Image="units\mobile\tank 9 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -41" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\tank 9 body x64 o %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="8" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Mobile Ground" />
			<class Name="HasTurret" />
			<class Name="RemoveBuildOn" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -24" Radius="50" />
			<sphere Pos="0 22" Radius="44" />
		</bounds>

		<desc Value="Massive tank featuring quad medium range cannons." />

		<precedences>
			<precedence Name="Unit" Value="Crom" />
		</precedences>
	</unit>


	<unit Name="Goliath X" Id="57" Level="3" Cost="13000" BuildTime="378" Width="3" Height="3"
		SoundFire="sounds\fire\Gun 20mm AA.ogg" SoundHit="sounds\hit\Explosion AA Flak.ogg"
		SoundMove="sounds\move\Tank Treads1.ogg" SoundTurret="sounds\turret\Turret Low.ogg"
		MaxHealth="17000" AmmoSpeed="320" Speed="15" RotVel="20" Recoil="3"
		Draw="25" CollisionRad="70" ViewRad="350" AttackOnDeath="2000"
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="MegaUnit Destroyed" Sparks="SparkBig1" Smoke="Black Smoke" Scorch="Scorch17" ScorchSize="600"
		Tracks="Tread2" PointAdd="4" PointClass="MegaUnit"
		>

		<object StateGroup="Idle" Draw="0">
			<animation Image="units\mobile\tank 9 body x64 %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="2" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\tank 9 body x64 o %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="8" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Mobile Ground" />
			<class Name="RemoveBuildOn" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="NotPlayerControlled" />
			<class Name="AI_DontAutoBuild" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -24" Radius="50" />
			<sphere Pos="0 22" Radius="44" />
		</bounds>

		<desc Value="Massive tank featuring quad medium range cannons." />

		<precedences>
			<precedence Name="Unit" Value="Crom" />
		</precedences>
	</unit>


	<unit Name="Titanis" Id="58" Level="3" Cost="15000" Width="3" Height="3"
		SoundFire="sounds\fire\Rocket Double.ogg" SoundHit="sounds\hit\Sub.ogg" 
		SoundMove="sounds\move\Heli Deep.ogg"
		Attack="300" RepeatRate="0.8" MaxHealth="13500" Range="320" AmmoSpeed="200" Speed="30" RotVel="30" BuildTime="400"
		Draw="100" CollisionRad="70" ViewRad="350"  AttackOnDeath="2000"
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail" AttackHit="Explosion7"
		Explosion="MegaUnit Destroyed" Sparks="SparkBig1" Smoke="" Scorch="Scorch17" ScorchSize="600"
		Tracks="" PointAdd="4" PointClass="MegaUnit"
		>
		
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\air\air titanis x64 %04d.bmp" Offset="c" NumAngles="64" OptimizeShadow="0" MobileFrameSkip="2" />
			<unit Type="Barrel" ><object Pos="-37 -56" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="-24 -67" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="37 -56" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="24 -67" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="-40 13" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="-29 4" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="40 13" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="29 4" Type="Muzzle" /></unit>
			<animation Pos="-47 -17" Image="units\air\air titanis blade %04d.bmp" FrameEnd="8" FPS="40" Offset="c" OptimizeShadow="0"/>
			<animation Pos="47 -17" Image="units\air\air titanis blade %04d.bmp" FrameEnd="8" FPS="40" Offset="c" OptimizeShadow="0"/>
			<animation Pos="-47 55" Image="units\air\air titanis blade %04d.bmp" FrameEnd="8" FPS="40" Offset="c" OptimizeShadow="0"/>
			<animation Pos="47 55" Image="units\air\air titanis blade %04d.bmp" FrameEnd="8" FPS="40" Offset="c" OptimizeShadow="0"/>
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\air titanis x64 o %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="8" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="RemoveBuildOn" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="HeatSeeking" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<bounds>
			<sphere Pos="0 -24" Radius="50" />
			<sphere Pos="0 22" Radius="44" />
		</bounds>

		<desc Value="Massive gunship that rains down eight air to surface rockets per volley." />

		<precedences>
			<precedence Name="Unit" Value="Xephal" />
		</precedences>
	</unit>


	<unit Name="Rapier" Id="59" Level="3" Cost="9000" Width="3" Height="3" 
		SoundFire="sounds\fire\Gun Chaingun.ogg" SoundHit="SmallArms" SoundMove="sounds\move\Plane Jet Big.ogg"
		Attack="210" RepeatRate="0.4" MaxHealth="8000" Range="320" AmmoSpeed="600" Speed="200" BuildTime="317"
		Draw="100" CollisionRad="50" ViewRad="400" TurnRadius="300" RotVel="300"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit="Explosion7" AttackOnDeath="2000"
		Explosion="MegaUnit Destroyed" Sparks="SparkBig1" Smoke="Big Flame Trail" Scorch="Scorch17" ScorchSize="600"
		Tracks="" PointAdd="4" PointClass="MegaUnit"
		BuildOffset="36 20"
		>
		
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\air\air bomber3 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" MobileFrameSkip="1" />
			<unit Type="Barrel" ><object Pos="17 -16" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="22 -13" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="27 -10" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="-17 -16" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="-22 -13" Type="Muzzle" /></unit>
			<unit Type="Barrel" ><object Pos="-27 -10" Type="Muzzle" /></unit>
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\air\air bomber3 o %04d.bmp" Offset="c" NumAngles="32" MobileFrameSkip="4" />
		</object>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<classes>
			<class Name="Commandable" />
			<class Name="Airborne" />
			<class Name="RemoveBuildOn" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="ScreenWhiteout" />
			<class Name="CantHover" />
			<class Name="ProtectUnit" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Massive air superiority fighter with six high speed guns." />

		<precedences>
			<precedence Name="Unit" Value="Nuba" />
		</precedences>
	</unit>


	<unit Name="Dreadnought" Id="60" Level="3" Cost="16000" BuildTime="411" Width="3" Height="3"
		SoundFire="sounds\fire\Gun 20mm AA.ogg" SoundHit="SmallArms" 
		SoundMove="sounds\move\Boat Freighter.ogg" SoundTurret="sounds\turret\Turret Low.ogg"
		Attack="912" MaxHealth="22400" Range="320" AmmoSpeed="300" RepeatRate="1.2" Speed="30" RotVel="20" Recoil="3"
		Draw="15" CollisionRad="70" ViewRad="350" BuildOffset="17 60" AttackOnDeath="2000"
		
		Projectile="" Muzzle="Flare2" Trail="" AttackHit="Sparks7"
		Explosion="MegaUnit Destroyed" Sparks="SparkBig1" Smoke="" Scorch="Scorch17" ScorchSize="600"
		Tracks="" Contrail="Foam3 Trail" PointAdd="4" PointClass="MegaUnit"
		>
		
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\naval\naval 06 %04d.bmp" Offset="c" NumAngles="32" MobileFrameSkip="1" />

			<unit Type="Barrel" Pos="0 -15" RotVel="50" >
				<animation Image="units\naval\naval 06 turret2 %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="3 -34" Type="Muzzle" />
				<object Pos="-3 -34" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="0 37" RotVel="50" >
				<animation Image="units\naval\naval 06 turret2 %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="3 -34" Type="Muzzle" />
				<object Pos="-3 -34" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 06 o %04d.bmp" Offset="c" NumAngles="32" MobileFrameSkip="4" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Surface" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="HasTurret" />
			<class Name="MobileSea" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<bounds>
			<sphere Pos="0 -46" Radius="18" />
			<sphere Pos="0 -12" Radius="20" />
			<sphere Pos="0 12" Radius="24" />
			<sphere Pos="0 48" Radius="24" />
		</bounds>

		<desc Value="Massive destroyer with two long range double barrel cannons." />

		<precedences>
			<precedence Name="Unit" Value="Isonium" />
		</precedences>

	</unit>


	<unit Name="Rapture" Id="61" Level="3" Cost="17000" BuildTime="421" Width="3" Height="3"
		SoundFire="sounds\fire\Torpedo 01.ogg" SoundHit="sounds\hit\Sub.ogg"
		SoundMove="sounds\move\Sub Deep Bass.ogg"
		Attack="5100" MaxHealth="20400" Range="320" AmmoSpeed="100" RepeatRate="3" Speed="30" RotVel="20" Recoil="0"
		Draw="1" CollisionRad="70" ViewRad="320" AttackOnDeath="2000"
		BuildOffset="0 74" PointAdd="4" PointClass="MegaUnit"
		
		Projectile="Mark V Torpedo" Muzzle="" Trail="Ripple3 Trail" AttackHit="Sparks7"
		Explosion="Sub Destroyed" Sparks="" Smoke="" Scorch="Scorch17"
		Tracks="" Contrail=""
		>
		
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\naval\naval 12 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" MobileFrameSkip="1" />
			<unit Type="Barrel" Pos="-10 -70" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="10 -70" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\naval\naval 12 o %04d.bmp" Offset="c" NumAngles="32" MobileFrameSkip="4" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Sub" />
			<class Name="CreateUnit" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="MobileSea" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="ShootsTorpedo" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
		</classes>

		<attack>
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>

		<bounds>
			<sphere Pos="0 -48" Radius="20" />
			<sphere Pos="0 -12" Radius="24" />
			<sphere Pos="0 12" Radius="24" />
			<sphere Pos="0 48" Radius="16" />
		</bounds>

		<desc Value="Massive submarine which fires a huge Mark V Torpedo." />

		<precedences>
			<precedence Name="Unit" Value="Betniah" />
		</precedences>
	</unit>


	<unit Name="Zubr" Id="186" Level="3" Cost="17000" Recoil="2" Width="3" Height="3"
		SoundFire="sounds\fire\Flamethrower.ogg" SoundHit="sounds\hit\Flamehit 05.ogg"
		SoundMove="sounds\move\Hovercraft.ogg" SoundTurret="sounds\turret\Turret Med.ogg"
		Attack="1360" MaxHealth="22100" Range="400" AmmoSpeed="300" RepeatRate="1" Speed="40" BuildTime="421"
		Draw="25" CollisionRad="70" ViewRad="350" AttackOnDeath="2000" RotVel="20"
		Projectile="" Muzzle="" Trail="Flame Cannon" AttackHit=""
		Explosion="ExpBigBurst" Sparks="SparkMed1" Smoke="" Scorch="Scorch1"
		Tracks="" Contrail="Hovercraft Trail"
		>

		<object StateGroup="Idle" Draw="0">
			<animation Image="units\mobile\hovercraft x64 %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="2" />
			<unit Type="Barrel" Pos="15 0" RotVel="70" >
				<animation Image="units\mobile\hovercraft turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -27" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="-15 0" RotVel="70" >
				<animation Image="units\mobile\hovercraft turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -27" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct mega.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\hovercraft x64 o %04d.bmp" Offset="c" NumAngles="64" MobileFrameSkip="8" />
		</object>

		<attack>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Airborne" />
		</attack>

		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Humvee" />
				<item Unit="Challenger" />
				<item Unit="Scout" />

				<item Unit="Stingray" />
				<item Unit="Lupis" />
				<item Unit="Seawolf" />

				<item Unit="Wasp" />
				<item Unit="Apache" />
			</group>
		</menu>

		<classes>
			<class Name="Commandable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="HasTurret" />
			<class Name="Factory" />
			<class Name="BuildsGround" />
			<class Name="BuildsAir" />
			<class Name="BuildsSea" />
			<class Name="FactoryBuildSound" />
			<class Name="RemoveBuildOn" />
			<class Name="MegaUnit" />
			<class Name="IntelReportOnBuild" />
			<class Name="ScreenWhiteout" />
			<class Name="ProtectUnit" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="CameraShake" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
			<class Name="SetFireToSoldiers" />
		</classes>

		<desc Value="Massive hovercraft capable of deploying light units in remote locations." />

		<precedences>
			<precedence Name="Unit" Value="Sapph" />
		</precedences>
	</unit>

	<!--
	<unit Name="DS Boat" Id="61" Level="1" SoundMove="sounds\move\.ogg"
		Cost="50" BuildTime="2" MaxHealth="300" Speed="130" 
		SoundFire="sounds\fire\.ogg" Attack="54" RepeatRate="0.6" Range="180" AmmoSpeed="300" 
		CollisionRad="20" ViewRad="200" Draw="15" 
		
		Projectile="Flare3b" Muzzle="" Trail="Rocket Trail" AttackHit="Explosion7"
		Explosion="Unit Destroyed" Sparks="Sparks3" Smoke="" Scorch=""
		Tracks=""
		>
		
		<object StateGroup="Idle" >
			<animation Image="units\mobile\tank 5 body %04d.bmp" Offset="c" NumAngles="32" />
			<unit Type="Barrel" Pos="0 0" RotVel="1000" >
				<object Pos="0 0" Type="Muzzle" />
			</unit>
		</object>

		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\mobile\tank 5 body o %04d.bmp" Offset="c" NumAngles="32" />
		</object>

		<classes>
			<class Name="Commandable" />
			<class Name="Surface" />
			<class Name="Deepsea" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="" />
	</unit>
	-->


	<unit Name="Headquarters" Id="62"
	 	SoundIdle="sounds\idle\Headquarters.ogg"
		MaxHealth="10000" Cost="2000" BuildTime="120" ViewRad="320"
		Width="2" Height="2" Draw="18" BufferSize="1" BuildOffset="48 0" 
		ScavengeAmount="40" MetalStorage="5000" RegenRate="30"
		Projectile="" Muzzle="Flare1" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBig1" Smoke="" Scorch="Scorch13" ScorchSize="150"
		Tracks="" 
		>
		<object StateGroup="Idle" Draw="0">
			<animation Image="units\buildings\bldg new hq.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg new hq o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Building" />
			<class Name="Headquarters" />
			<class Name="Extractor" />
			<class Name="Factory" />
			<class Name="ProtectUnit" />
			<class Name="CameraShake" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="The center of operations for your campaign.  You are allowed only one HQ." />

		<menu>
			<group Name="Research" Id="157" >
				<item Unit="Tech 2" />
				<item Unit="Tech 3" />
			</group>
			<!--<group Name="Units" Id="158" >
				<item Unit="Soldier" />
			</group>-->
		</menu>

		<precedences>
			<precedence Name="CantHave" Value="Headquarters" />
		</precedences>
	</unit>

	<!--
	<unit Name="Tech 2" Id="63" ScavengeAmount="40" Health="30" MaxHealth="30" Cost="3500" PowerUsage="2000" BuildTime="170" 
	<unit Name="Tech 3" Id="64" ScavengeAmount="23" Health="30" MaxHealth="30" Cost="10000" PowerUsage="7000" BuildTime="220" 			
	-->
	
	<unit Name="Tech 2" Id="63" ScavengeAmount="25" Health="30" MaxHealth="30" Cost="7000" PowerUsage="6000" BuildTime="180" Type="Stat" StatInclude="Headquarters" NewTechLevel="2" PointAdd="3" PointClass="Tech 2" >
		<desc Value="Mine ore 25% faster and enable more units and technologies." />
		<classes>
			<class Name="GlobalNotifyOnBuild" />
			<class Name="SetTechLevel" />
			<class Name="PointUpgrade" />
		</classes>
		<precedences>
			<precedence Name="UnitFactory" />
		</precedences>
	</unit>

	<unit Name="Tech 3" Id="64" ScavengeAmount="20" Health="20" MaxHealth="20" Cost="20000" PowerUsage="10000" BuildTime="240" Type="Stat" StatInclude="Headquarters" NewTechLevel="3" PointAdd="4" PointClass="Tech 3" >
		<desc Value="Mine ore 20% faster and enable more units and technologies." />
		<classes>
			<class Name="GlobalNotifyOnBuild" />
			<class Name="SetTechLevel" />
			<class Name="PointUpgrade" />
		</classes>
		<precedences>
			<precedence Name="Unit" Value="Tech 2" />
			<precedence Name="Unit" Value="Radar Tower" />
		</precedences>
	</unit>


	<!--
	<unit Name="Cooling Tower" Id="65" MaxHealth="100" Draw="14" Cost="70" CoolingPerSecond="0.85" CoolingReserve="1000" PowerUsage="150" BuildTime="30" BufferSizeAI="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Explosion9" Sparks="" Smoke="" Scorch="Scorch2"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg cooling.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg cooling o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Building" />
		<class Name="Draggable" />
		<class Name="PlaceIgnoreSame" />
		<class Name="SkipUpdate" />
		<class Name="BulletsTravelOver" />
		</classes>

		<desc Value="Place cooling towers around extractors to help them operate more efficiently, increasing their output." />

		<precedences>
			<precedence Name="Unit" Value="Extractor" />
		</precedences>
	</unit>
	
	<unit Name="Extractor" Id="66" Width="2" Height="2" ScavengeAmount="5" MaxHealth="700" Draw="24" Cost="700" PowerUsage="700" ViewRad="200" BuildTime="45" CollisionRad="30" BufferSize="1"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="" Sparks="SparkSmall2" Smoke="" Scorch="Scorch2"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg extractor %04d.bmp" Offset="c" FrameEnd="8" FPS="14" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg extractor o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Building" />
			<class Name="PlaceIgnoreSame" />
			<class Name="Extractor" />
			<class Name="ExtractionDecay" />
		</classes>

		<desc Value="Mines deep below the ground yielding a large amount of ore over time.  The extraction rate decreases as the drill digs deeper." />
	</unit>
-->


	<unit Name="Spec Mine" Id="68" Level="2" Width="3" Height="3" MaxHealth="7000" Draw="19" Cost="6000" PowerUsage="5000" ViewRad="200" BuildTime="150" RegenRate="10" ScavengeAmount="60" 
		SoundIdle="sounds\idle\Refinery.ogg" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch6" ScorchSize="200"
		Tracks="" PointAdd="2" PointClass="SpecMine"
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg new mine x4 %04d.bmp" FrameEnd="4" FPS="15" Offset="c" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg new mine x4 o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 3x3.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="PlaceRequirements" Class="UniqueResource" />
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="Building" />
			<class Name="PlaceIgnoreSame" />
			<class Name="ProtectUnit" />
			<class Name="Extractor" />
			<class Name="PointUpgrade" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Specialized mines are used to extract unique resources to build special mega units, they also extract ore." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="Orchid" Id="69" Level="2" Width="2" Height="2" MaxHealth="2000" Draw="14" Cost="1200" PowerUsage="1500" ViewRad="100" BuildTime="90" RegenRate="5"
		SoundIdle="sounds\idle\Lab Beeps Brilliant.ogg" SoundFire="sounds\idle\Lab Beeps Complex.ogg"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch9"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg new lab.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg new lab o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="Lab" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Labs research new technologies which upgrade your existing units." />

		<!--
		land speed
		land range
		land view
		land attack
		land unit hp
		turret range
		turret hp
		turret view range
		turret attack
		building hp
		wall hp
		infantry hp
		-->
		<menu>
			<group Name="Research" Id="157" >
				<item Unit="Fuel Refinery" />
				<item Unit="FLIR Prism Focusing" />
				<item Unit="Topological Lightweight Armor" />
				<item Unit="Dirty Ordinance" />
				<item Unit="Specialized Optics" />
				<item Unit="High Volume Charges" />

				<item Unit="High Strength Barricades" />
				<item Unit="Molecular Hardened Steel" />
				<item Unit="Laser Etched Barrels" />
				<item Unit="Explosives Research" />
				<item Unit="Advanced Ceramic Armor" />
				<item Unit="Magneto Armor" />
			</group>
		</menu>
	</unit>


	<unit Name="Looking Glass" Id="70" Level="2" Width="2" Height="2" MaxHealth="3000" Draw="1" Cost="1600" PowerUsage="2400" ViewRad="100" BuildTime="90" RegenRate="5"
		SoundIdle="sounds\idle\Lab Beeps Brilliant.ogg" SoundFire="sounds\idle\Lab Beeps Complex.ogg"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch9"
	Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg sea lab.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg sea lab o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Sub" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="Lab" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Underwater lab to research new technologies which upgrade your naval units." />

		<!--
		sea speed
		sea range
		sea view
		sea attack
		sea unit hp
		shield radius
		power cells
		disruptor radius
		sea regeneration
		infantry range
		-->
		<menu>
			<group Name="Research" Id="157" >
				<item Unit="Helical Computing Grid" />
				<item Unit="Bandpass Filter" />
				<item Unit="Torpedo Discharge Casing" />
				<item Unit="Nuclear Reactive Relays" />
				<item Unit="Precise Launch Algorithm" />
				<item Unit="Explosives Chemistry" />

				<item Unit="Supercavitating Propeller" />
				<item Unit="Reactive Hull Plating" />
				<item Unit="High Temp Plasma Relays" />
				<item Unit="Gould Positronium" />
				<item Unit="Naval Engineers" />
				<item Unit="Controlled Spin Projectile" />
			</group>
		</menu>

	</unit>


	<unit Name="Tempest" Id="71" Level="2" Width="2" Height="2" MaxHealth="2500" Draw="95" Cost="2000" PowerUsage="3600" ViewRad="100" BuildTime="90" RegenRate="5"
		SoundIdle="sounds\idle\Lab Beeps Brilliant.ogg" SoundFire="sounds\idle\Lab Beeps Complex.ogg"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch9"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg air lab.bmp" Offset="c" OptimizeShadow="0" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg air lab o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="Lab" />
			<class Name="Floating" />
			<class Name="DontDestroyBuildOn" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="A floating research station which upgrade your existing airborne units." />

		<!--
		air speed
		air range
		air view
		air attack
		air unit hp
		spies
		radar range
		radar jammer range
		infantry attack
		infantry speed
		-->
		<menu>
			<group Name="Research" Id="157" >
				<item Unit="Carbon Fiber Turbines" />
				<item Unit="Laser Guidance System" />
				<item Unit="Advanced RADAR Waveguide" />
				<item Unit="Secret Agents" />
				<item Unit="Intelligence Service" />
				<item Unit="UWB RADAR" />

				<item Unit="Dual Property Steel Armor" />
				<item Unit="Shell Casing Research" />
				<item Unit="Base Jamming" />
				<item Unit="Combat Tactics" />
				<item Unit="Personal Climate System" />
			</group>
		</menu>
	</unit>


	<unit Name="Storage" Id="72" BuildTime="31" MaxHealth="3000" Draw="14" Cost="500" PowerUsage="1000" 
		MetalStorage="3000" ViewRad="100" BufferSizeAI="2" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="WhiteSpark Exp" Sparks="" Smoke="" Scorch="Scorch3"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg water storage.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg water storage o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Sub" />
		<class Name="Building" />
		<class Name="Draggable" />
		<class Name="PlaceIgnoreSame" />
		<class Name="SkipUpdate" />
		<class Name="BulletsTravelOver" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Provides storage for 3000 ore." />
	</unit>


	<!--<unit Name="Sea Storage" Id="73" BuildTime="44" MaxHealth="5000" Draw="1" Cost="650" PowerUsage="1500" 
		MetalStorage="4000" ViewRad="100" BufferSizeAI="2" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Sparks3" Sparks="" Smoke="" Scorch="Scorch3"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg water storage.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg water storage o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Sub" />
		<class Name="Building" />
		<class Name="Draggable" />
		<class Name="PlaceIgnoreSame" />
		<class Name="SkipUpdate" />
		<class Name="BulletsTravelOver" />
		</classes>

		<desc Value="Provides storage for metal resources." />
	</unit>-->


	<unit Name="Power Cell" Id="74" BuildTime="15" MaxHealth="700" Draw="14" Cost="250"
		SoundIdle="sounds\idle\Power Cell.ogg" CollisionRad="22"
		PowerReserve="550" ViewRad="100" BufferSizeAI="2" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="WhiteSpark Exp" Sparks="" Smoke="" Scorch="Scorch3"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg new cell.bmp" Offset="c" />
			<!--<animation Image="units\buildings\bldg new cell ani %04d.bmp" Offset="c" FrameEnd="9" FPS="8" StartAtRandomFrame="1" />-->
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg new cell o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Building" />
			<class Name="Draggable" />
			<class Name="PlaceIgnoreSame" />
			<class Name="Power Cell" />
			<class Name="SkipUpdate" />
			<class Name="BulletsTravelOver" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Supplies power to structures and units." />
	</unit>


	<unit Name="Wind Turbine" Id="75" BuildTime="23" MaxHealth="700" Draw="95" Cost="400" 
		SoundIdle="sounds\idle\Wind Turbine.ogg" CollisionRad="16"
		PowerReserve="900" ViewRad="150" BufferSizeAI="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="WhiteSpark Exp" Sparks="" Smoke="" Scorch="Scorch7"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg airgen1 x8 %04d.bmp" Offset="c" FrameEnd="8" FPS="16" StartAtRandomFrame="1" OptimizeShadow="0" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg airgen1 x8 o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Building" />
			<class Name="Draggable" />
			<class Name="PlaceIgnoreSame" />
			<class Name="Power Cell" />
			<class Name="BulletsTravelOver" />
			<class Name="Floating" />
			<class Name="DontDestroyBuildOn" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Captures wind energy via a floating turbine." />
	</unit>


	<unit Name="Critical Reactor" Id="169" Level="3" Width="2" Height="2" BuildTime="480" MaxHealth="6000" Draw="25" Cost="15000" Icon="bldg critical reactor.bmp"
		SoundIdle="sounds\idle\Machine Light.ogg"
		Attack="9000" Range="800"
		PowerReserve="50000" ViewRad="150" BufferSizeAI="1" CollisionRad="30"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigRedWild" Smoke="" Scorch="Scorch17"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg reactor %04d.bmp" Offset="c" FrameEnd="8" FPS="16" StartAtRandomFrame="1" />
			<animation Image="units\buildings\bldg reactor glow %04d.bmp" Offset="c" FrameEnd="4" FPS="4" StartAtRandomFrame="1" RenderOp="4" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg reactor o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Sub" />
			<class Name="Building" />
			<class Name="PlaceIgnoreSame" />
			<class Name="Power Cell" />
			<class Name="DestroyAreaOnDeath" />
			<class Name="DamageSelf" />
			<class Name="ScreenWhiteout" />
			<class Name="AI_BuildAway" />
			<class Name="CustomIcon" />
			<class Name="AI_DontAutoBuild" />
		</classes>

		<desc Value="Unstable reactor that generates an enormous amount of power but if destroyed will decimate the surrounding area." />
	</unit>


	<unit Name="Reactor" Id="76" Level="2" Width="2" Height="2" BuildTime="38" MaxHealth="2000" Draw="25" Cost="600"
		SoundIdle="sounds\idle\Machine Light.ogg"
		PowerReserve="1500" ViewRad="150" BufferSizeAI="1" CollisionRad="30"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigRedWild" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg reactor %04d.bmp" Offset="c" FrameEnd="8" FPS="12" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg reactor o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Building" />
			<class Name="PlaceIgnoreSame" />
			<class Name="PlaceIgnoreSame" />
			<class Name="PlaceIgnoreSame" />
			<class Name="Power Cell" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Creates power more efficiently than power cells." />

		<menu>
			<group Name="Upgrade" Id="152" >
				<item Unit="Convert" Convert="Critical Reactor" />
			</group>
		</menu>

		<precedences>
		</precedences>
	</unit>


	<unit Name="Tidal Turbine" Id="77" Level="2" Width="2" Height="2" BuildTime="63" MaxHealth="4000" Draw="25" Cost="1000" 
		SoundIdle="sounds\idle\Power Cell.ogg"
		PowerReserve="2500" ViewRad="150" BufferSizeAI="1" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigRedWild" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg tidal gen.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg tidal gen o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>
		<classes>
		<class Name="Surface" />
		<class Name="Building" />
		<class Name="PlaceIgnoreSame" />
		<class Name="Power Cell" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Creates power by capturing wave motion." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="Fusion Plant" Id="78" Level="3" Width="3" Height="3" BuildTime="139" MaxHealth="8000" Draw="25" Cost="2500" 
		SoundIdle="sounds\idle\Cooling Tower.ogg"
		PowerReserve="7500" ViewRad="240" BufferSize="1" BufferSizeAI="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigRedWild" Smoke="" Scorch="Scorch13" ScorchSize="200"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg fusion %04d.bmp" Offset="c" FrameEnd="8" FPS="10" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg fusion o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 3x3.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Building" />
		<class Name="Power Cell" />
		<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="This plant pumps out energy by fusing atomic nuclei together which releases massive amounts of energy." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="Geothermal Pump" Id="79" Level="3" Width="3" Height="3" BuildTime="114" MaxHealth="8000" Draw="1" Cost="2000" 
		SoundIdle="sounds\idle\Cooling Tower.ogg"
		PowerReserve="7000" ViewRad="192" BufferSizeAI="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Sub Destroyed" Sparks="SparkBigRedWild" Smoke="" Scorch="Scorch13"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg new power.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="1" />
			<animation Image="units\buildings\bldg new power o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 3x3.bmp" Offset="c" />
		</object>
		<classes>
		<class Name="Sub" />
		<class Name="Building" />
		<class Name="PlaceIgnoreSame" />
		<class Name="Power Cell" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Converts heat from deep sea thermal vents into energy." />

		<precedences>
		</precedences>
	</unit>


	<!--
	<unit Name="Wind Turbine X3" Id="80" Width="4" Height="2" BuildTime="140" MaxHealth="1500" Draw="100" Cost="2500" 
		PowerReserve="3000" ViewRad="100" BufferSizeAI="2" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Sparks3" Sparks="" Smoke="" Scorch=""
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg airgen2 x8 %04d.bmp" Offset="c" FrameEnd="8" FPS="8" StartAtRandomFrame="1" OptimizeShadow="0" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg airgen2 x8 o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 3x3.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Building" />
			<class Name="Draggable" />
			<class Name="PlaceIgnoreSame" />
			<class Name="Power Cell" />
			<class Name="BulletsTravelOver" />
			<class Name="Floating" />
			<class Name="DontDestroyBuildOn" />
		</classes>

		<desc Value="Supplies power via a floating turbine." />

		<precedences>
		</precedences>
	</unit>
	-->


	<unit Name="Radar Tower" Id="81" Level="2" MaxHealth="3000" Draw="25" Cost="1500"
		SoundIdle="sounds\idle\Machine Light.ogg"
		PowerUsage="1500" BuildTime="87" ViewRad="400" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="" Smoke="" Scorch="Scorch8"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg radar2 %04d.bmp" Offset="c" FrameEnd="32" FPS="8" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg radar2 o 0000.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Surface" />
		<class Name="Building" />
		<class Name="Radar" />
		<class Name="AI_BuildOne" />
		<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<desc Value="Detect enemy units outside your viewing range.  Does not detect infantry." />

		<precedences>
		</precedences>
	</unit>


	<unit Name="Jamming Station" Id="82" Level="3" MaxHealth="1500" Draw="25" Cost="500"
		SoundIdle="sounds\idle\Power Cell.ogg"
		PowerUsage="800" BuildTime="30" ViewRad="200" RadarRad="450" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkSmall2" Smoke="" Scorch="Scorch8"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg jammer.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg jammer o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Surface" />
		<class Name="Building" />
		<class Name="Jammer" />
		<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Obstructs enemy radar from detecting units near the station." />

		<precedences>
		</precedences>
	</unit>

	<!--
	<unit Name="Refinery" Id="83" Width="3" Height="2" MaxHealth="2000" Draw="14" Cost="400"
		PowerUsage="300" BuildTime="30" BufferSize="1" ViewRad="250" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg refinery.bmp" Offset="c" />
			<animation Image="units\buildings\bldg ani refinery %04d.bmp" Offset="c" FrameEnd="32" FPS="12" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg refinery o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 3x2.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Building" />
		<class Name="Recycler" />
		</classes>

		<desc Value="Scavengers can drop their collected ore at refineries.  Locate them to minimize scavenger travel distance." />

		<precedences>
			<precedence Name="Unit" Value="Headquarters" />
		</precedences>
	</unit>


	<unit Name="Processor" Id="84" Width="2" Height="2" MaxHealth="2500" Draw="18" Cost="500"
		PowerUsage="450" BuildTime="40" BufferSize="1" ViewRad="250"
		SoundFire="sounds\fire\.ogg" Attack="2.6" Range="180" AmmoSpeed="300" RepeatRate="0.30" 
		Projectile="" Muzzle="Flare1" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg gun refinery.bmp" Offset="c" />
			<unit Type="Barrel" Pos="-15 0" >
				<animation Image="units\static\gun 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -20" Type="Muzzle" />
			</unit>
			<unit Type="Barrel" Pos="15 0" >
				<animation Image="units\static\gun 1 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -20" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg gun refinery o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>

		<classes>
		<class Name="Ground" />
		<class Name="Commandable" />
		<class Name="Building" />
		<class Name="Recycler" />
		<class Name="Turret" />
		</classes>

		<desc Value="This is a small refinery with dual miniguns for built in protection.  It also features more strength and an extended view range." />


		<precedences>
			<precedence Name="Unit" Value="Refinery" />
		</precedences>
	</unit>
	-->


	<unit Name="Land Factory" Id="85" Width="3" Height="2" MaxHealth="2400" Draw="14" Cost="1200" PowerUsage="1800" ViewRad="200"
		SoundIdle="sounds\idle\Machine Light.ogg"
		BuildTime="70" BuildOffset="64 -16" BufferSize="1"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkMed1" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg light vessel factory.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg light vessel factory o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 3x2.bmp" Offset="c" />
		</object>

		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Humvee" />
				<item Unit="Challenger" />
				<item Unit="Cougar" />
				<item Unit="Archer" />
				<item Unit="Ram" />
				<item Unit="Viper" />
				<item Unit="Magmus" />
				<item Unit="Cheetah" />
				<item Unit="Septu" />
				<item Unit="Samum" />
				<item Unit="Spawn" />
				<item Unit="Newt" />
			</group>
		</menu>

		<classes>
			<class Name="Ground" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="BuildsGround" />
			<class Name="FactoryBuildSound" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Builds land based vehicles." />
	</unit>


	<unit Name="Infantry Training Center" Id="181" Width="2" Height="3" MaxHealth="2400" Draw="14" Cost="700" PowerUsage="2800" ViewRad="200"
		SoundIdle="sounds\idle\Machine Light.ogg"
		BuildTime="60" BuildOffset="64 -16" BufferSize="1"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkMed1" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg infantry.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg infantry o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x3.bmp" Offset="c" />
		</object>

		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Soldier" />
				<item Unit="Engineer" />
				<item Unit="SEAL" />
				<item Unit="Rocketeer" />
				<item Unit="Saboteur" />
				<item Unit="Sniper" />
			</group>
		</menu>

		<classes>
			<class Name="Ground" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="BuildsGround" />
			<class Name="FactoryBuildSound" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Trains recruits into lethal soldiers." />
	</unit>


	<unit Name="Air Factory" Id="86" Width="2" Height="2" MaxHealth="3200" Draw="25" Cost="2000" PowerUsage="200" ViewRad="225"
		SoundIdle="sounds\idle\Machine Light.ogg" 
		BuildTime="92" BuildOffset="0 -16" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkMed1" Smoke="" Scorch="Scorch8"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg new airport.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg new airport o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>
		
		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Wasp" />
				<item Unit="Apache" />
				<item Unit="Seahawk" />
				<item Unit="Crane" />
				<item Unit="Raptor" />
				<item Unit="Valkyrie" />
				<item Unit="Lancer" />
				<item Unit="Hornet" />
				<item Unit="Osprey" />
				<item Unit="Black Widow" />
			</group>
		</menu>

		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="BuildsAir" />
			<class Name="FactoryBuildSound" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Builds aircraft." />
	</unit>


	<unit Name="Sea Factory" Id="87" Width="2" Height="3" MaxHealth="2800" Draw="14" Cost="1500" PowerUsage="1200" ViewRad="200"
		SoundIdle="sounds\idle\Machine Light.ogg" 
		BuildTime="82" BuildOffset="48 -36"  CollisionRad="65"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkMed1" Smoke="" Scorch="Scorch9"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg new sea factory.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg new sea factory o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x3.bmp" Offset="c" />
		</object>
		
		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Stingray" />
				<item Unit="Lupis" />
				<item Unit="Zumwalt" />
				<item Unit="Samum" />
				<item Unit="Spawn" />
				<item Unit="Newt" />
				<item Unit="Seawolf" />
				<item Unit="Proteus" />
				<item Unit="Mira" />				
				<item Unit="Megalodon" />
				<item Unit="Eel" />
				<item Unit="Abyss" />
			</group>
		</menu>
		
		<classes>
			<class Name="Surface" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="BuildsSea" />
			<class Name="FactoryBuildSound" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
		</classes>

		<bounds>
			<sphere Pos="0 -36" Radius="36" />
			<sphere Pos="0 0" Radius="24" />
			<sphere Pos="0 36" Radius="36" />
		</bounds>

		<desc Value="Builds naval ships and subs." />
	</unit>


	<unit Name="Command Post" Id="173" Level="3" Width="3" Height="3" Cost="4000"
		MaxHealth="3500" Draw="14" PowerUsage="3000" ViewRad="200"
		SoundIdle="sounds\idle\Machine Light.ogg"
		BuildTime="60" BuildOffset="64 -16" BufferSize="1"
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkMed1" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg light vessel factory.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg light vessel factory o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 3x3.bmp" Offset="c" />
		</object>

		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Cougar" />
				<item Unit="Ram" />
				<item Unit="Viper" />
				<item Unit="Cheetah" />

				<item Unit="Spawn" />

				<item Unit="Zumwalt" />
				<item Unit="Mira" />
				<item Unit="Abyss" />

				<item Unit="Hornet" />
				<item Unit="Seahawk" />
			</group>
		</menu>

		<classes>
			<class Name="Ground" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="BuildsGround" />
			<class Name="BuildsAir" />
			<class Name="BuildsSea" />
			<class Name="FactoryBuildSound" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildTowards" />
			<class Name="AI_DontAutoBuild" />
		</classes>

		<desc Value="Builds mixed types of advanced units and contains built in defenses." />
	</unit>


	<unit Name="Repair Station" Id="174" Level="3" Width="1" Height="1" Cost="6500"
		BuildTime="210" MaxHealth="1500" Draw="21" PowerUsage="5000" ViewRad="200" Range="100" ScavengeAmount="40"
		SoundIdle="sounds\idle\Machine Light.ogg"
		Projectile="Laser3" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkMed1" Smoke="" Scorch="Scorch4"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg repair station x8 %04d.bmp" Offset="c" FrameEnd="8" FPS="8" StartAtRandomFrame="1" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg repair station o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Building" />
			<class Name="Repair" />
			<class Name="Commandable" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_Tech3" />
			<class Name="AI_HardDifficulty" />
			<class Name="AI_BuildTowards" />
		</classes>

		<desc Value="Repairs nearby units very quickly." />
	</unit>


	<!--
	<unit Name="Machine Shop" Id="89" Width="2" Height="3" MaxHealth="1000" Draw="14" Cost="550" PowerUsage="300" ViewRad="200"
		BuildTime="40" BuildOffset="48 -32" BufferSize="1" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="" Smoke="" Scorch="Scorch9"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg factory.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg factory o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x3.bmp" Offset="c" />
		</object>
		
		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Cancel" />
			</group>
		</menu>
		
		<classes>
		<class Name="Ground" />
		<class Name="Factory" />
		<class Name="Building" />
		<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Allows you to build defensive turrets and specialized vehicles." />
	</unit>
	-->


	<unit Name="Missile Pad" Id="90" Level="3" Width="3" Height="2" BuildOffset="-47 -8"
		MaxHealth="5000" Draw="14" Cost="4000" PowerUsage="8000" ViewRad="100" BuildTime="180" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkMed1" Smoke="" Scorch="Scorch9"
		Tracks=""
		>

		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg missile.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg missile o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>
		
		<menu>
			<group Name="Units" Id="158" >
				<item Unit="Jericho V" />
				<item Unit="Poseidon" />
			</group>
		</menu>
		
		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Factory" />
			<class Name="Building" />
			<class Name="ProtectUnit" />
			<class Name="AI_BuildOne" />
			<class Name="AI_Tech3" />
			<class Name="AI_HardDifficulty" />
			<class Name="BuildsMissile" />
			<class Name="FactoryBuildSound" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
		</classes>

		<precedences>
			<precedence Name="Unit" Value="Eagle Eye" />
		</precedences>

		<desc Value="Build and launch ICBMs to attack units anywhere." />
	</unit>


	<unit Name="Jericho V" Id="91" Cost="15000" BuildTime="400" Speed="500" CollisionRad="56"
		SoundFire="sounds\fire\Rocket Atlas.ogg" SoundHit="sounds\ExplodeMegaUnit.ogg"
		MaxHealth="1000" Attack="50000" Range="500" Draw="90" Occupy="0" BuildOffset="0 60" TurnRadius="300"
		Projectile="Flare01b" Muzzle="" Trail="Missile Trail" AttackHit=""
		Explosion="Nuke Exp" Sparks="" Smoke="" Scorch="Scorch17" ScorchSize="1000"
		Tracks="" PointAdd="2" PointClass="ICBM"
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air rocket1 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Missile" />
			<class Name="DamageSelf" />
			<class Name="CantHover" />
			<class Name="CameraShake" />
			<class Name="Countdown" />
			<class Name="ICBM" />
			<class Name="GlobalHitSound" />
			<class Name="ScreenWhiteout" />
			<class Name="SoundJetFlyby" />
			<class Name="PointUpgrade" />
			<class Name="IntelReportOnBuild" />
		</classes>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Sub" />
		</attack>

		<desc Value="ICBMs can destroy a huge area anywhere." />
	</unit>


	<unit Name="Poseidon" Id="92" Cost="8000" BuildTime="200" Speed="500" CollisionRad="35" StunTime="50"
		SoundFire="sounds\fire\Rocket Beep.ogg" SoundHit="sounds\fire\Electricity 3.ogg"
		MaxHealth="1000" Attack="500" Range="400" Draw="90" Occupy="0" BuildOffset="0 60" TurnRadius="300" 
		Projectile="Flare01b" Muzzle="" Trail="Missile Trail" AttackHit=""
		Explosion="" Sparks="" Smoke="" Scorch=""
		Tracks="" PointAdd="2" PointClass="ICBM"
		>
		<object StateGroup="Idle" >
			<animation Image="units\air\air rocket2 %04d.bmp" Offset="c" NumAngles="32" OptimizeShadow="0" />
		</object>

		<classes>
			<class Name="Airborne" />
			<class Name="Missile" />
			<class Name="DamageSelf" />
			<class Name="CantHover" />
			<class Name="CameraShake" />
			<class Name="ScreenWhiteout" />
			<class Name="ICBM" />
			<class Name="Stun" />
			<class Name="SoundJetFlyby" />
			<class Name="PointUpgrade" />
			<class Name="IntelReportOnBuild" />
		</classes>

		<attack>
			<class Name="Airborne" />
			<class Name="Ground" />
			<class Name="Surface" />
		</attack>

		<desc Value="ICBM equiped with an upper atmosphere detonator which creates an EMP which disables all surface units for 30 seconds." />
	</unit>


	<unit Name="Illuminati" Id="93" Level="2" Cost="4000" SoundFire="sounds\fire\Laser Shot.ogg" 
		Attack="1000" MaxHealth="6000" Range="700" AmmoSpeed="1000" RepeatRate="30" BuildTime="209" LaserOn="1"
		Draw="18" CollisionRad="23" PowerUsage="3000" ViewRad="300" 
		Projectile="Laser2" Muzzle="Flare03" Trail="" AttackHit="Flare03" MuzzleCorrection="14 29"
		Explosion="Bldg Destroyed" Sparks="Sparks4" Smoke="Grey Smoke" Scorch="Scorch6"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\static\gun 9 base.bmp" Offset="c" />
			<unit Type="Barrel" RotVel="400" >
				<animation Image="units\static\gun 9 turret %04d.bmp" Offset="c" NumAngles="32" />
				<object Pos="0 -35" Type="Muzzle" />
			</unit>
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="9" />
			<animation Image="units\static\gun 9 base o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\static\gun 9 base.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Commandable" />
			<class Name="Turret" />
			<class Name="RemoveBuildOn" />
			<class Name="HasTurret" />
			<class Name="MissileDefense" />
			<class Name="Laser" />
		</classes>

		<attack>
			<class Name="Missile" />
		</attack>

		<precedences>
			<precedence Name="Unit" Value="Radar Tower" />
		</precedences>

		<desc Value="Laser defense against ICBMs." />
	</unit>

	
	<unit Name="Plasma Wall" Id="188" Level="2" MaxHealth="500" Draw="9" Cost="250" PowerUsage="900" ViewRad="50" RegenRate="2"
		SoundIdle="sounds\idle\Machine Drone.ogg"
		BuildTime="10" ShieldRad="36" BufferSizeAI="0" Occupy="1" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg wall shield.bmp" Offset="c" />
			<animation Image="effects\shield\smtop%04d.bmp" Offset="c" FrameEnd="2" FPS="4" RenderOp="4" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
			<animation Image="units\buildings\bldg wall shield.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg wall shield o.bmp" Offset="c" />
		</object>

		<classes>
			<class Name="Wall" />
			<class Name="Draggable" />
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Floating" />
			<class Name="PlaceIgnoreSame" />
			<class Name="Building" />
			<class Name="Shield" />
		</classes>

		<desc Value="Shields protect units from bullets and small rockets by creating a high intensity plasma field." />
	</unit>


	<unit Name="Shield" Id="94" Level="2" MaxHealth="2000" Draw="50" Cost="1000" PowerUsage="4300" ViewRad="200" RegenRate="5"
		SoundIdle="sounds\idle\Machine Drone.ogg"
		BuildTime="60" ShieldRad="170" BufferSizeAI="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg sm shield.bmp" Offset="-128 -112" />
			<animation Image="effects\shield\smtop%04d.bmp" Offset="c" FrameEnd="2" FPS="4" RenderOp="4" />
			<!--<animation Image="effects\shield.tga" Offset="c" Compile="0" RenderOp="5" />-->
			<!--<animation Image="effects\shield.bmp" Offset="c" Compile="0" RenderOp="4" />-->
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg sm shield o.bmp" Offset="c" />
		</object>
		
		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Building" />
			<class Name="Shield" />
		</classes>

		<desc Value="Shields protect units from bullets and small rockets by creating a high intensity plasma field." />
	</unit>


	<unit Name="Area Shield" Id="95" Level="3" Width="2" Height="2" MaxHealth="3000" Draw="50" Cost="1500" PowerUsage="7500" ViewRad="350" RegenRate="8"
		SoundIdle="sounds\idle\Machine Drone.ogg"
		BuildTime="87" ShieldRad="300" BufferSizeAI="0" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="SparkBigPinkCircle" Smoke="" Scorch="Scorch1"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg shield %04d.bmp" Offset="-128 -108" FrameEnd="8" FPS="12" />
			<animation Image="effects\shield\top%04d.bmp" Offset="c" FrameEnd="8" FPS="12" RenderOp="4" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg shield o 0000.bmp" Offset="c" />
		</object>
		
		<classes>
		<class Name="Ground" />
		<class Name="Surface" />
		<class Name="Building" />
		<class Name="Shield" />
		<class Name="AI_Tech3" />
		<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="Shields protect units from bullets and small rockets by creating a high intensity plasma field." />
	</unit>


	<unit Name="Disruptor" Id="96" Level="3" MaxHealth="4000" Draw="14" Cost="3000" PowerUsage="5000" ViewRad="100" Width="2" Height="2"
		BuildTime="120" DisruptorRad="600" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="Sparks4" Smoke="" Scorch="Scorch9"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg disruptor.bmp" Offset="c" />
			<animation Pos="0 -16" Image="effects\flares\flare02.jpg" Offset="c" RenderOp="4" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg disruptor o.bmp" Offset="c" />
		</object>
		
		<classes>
		<class Name="Ground" />
		<class Name="Surface" />
		<class Name="Building" />
		<class Name="Disruptor" />
		<class Name="AI_Tech3" />
		<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="The optical disruptor blocks enemy satelites views by shining a high intensity light at them." />
	</unit>


	<unit Name="Eagle Eye" Id="97" Level="3" MaxHealth="4000" Draw="95" Cost="4000" PowerUsage="8000" ViewRad="300" Width="2" Height="2"
		BuildTime="209" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="Bldg Destroyed" Sparks="Sparks4" Smoke="" Scorch="Scorch9"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg satellite2.bmp" Offset="c" OptimizeShadow="0" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 2x2.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0" >
			<params Draw="4" />
			<animation Image="units\buildings\bldg satellite2 o.bmp" Offset="c" />
		</object>
		
		<classes>
			<class Name="Airborne" />
			<class Name="Building" />
			<class Name="Floating" />
			<class Name="EnableFullView" />
			<class Name="AI_BuildOne" />
			<class Name="AI_Tech3" />
			<class Name="DontDestroyBuildOn" />
			<class Name="ContainsSoldiers" />
			<class Name="AI_BuildAway" />
			<class Name="IntelReportOnBuild" />
		</classes>

		<desc Value="The satellite and uplink station allows full view of the terrain from space." />
	</unit>

	
	<!-- dummy unit used in campaign to create visibility when player discovers area -->
	<unit Name="Visible200" Id="1" Draw="0" ViewRad="200" >
		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="SkipUpdate" />
			<class Name="DontDestroyBuildOn" />
			<class Name="NotPlayerControlled" />
			<class Name="AI_DontAutoBuild" />
			<class Name="CustomIcon" />
		</classes>
	</unit>
	<unit Name="Visible700" Id="1" Draw="0" ViewRad="700" >
		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="SkipUpdate" />
			<class Name="DontDestroyBuildOn" />
			<class Name="NotPlayerControlled" />
			<class Name="AI_DontAutoBuild" />
			<class Name="CustomIcon" />
		</classes>
	</unit>
	<unit Name="Visible1000" Id="1" Draw="0" ViewRad="1000" >
		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="SkipUpdate" />
			<class Name="DontDestroyBuildOn" />
			<class Name="NotPlayerControlled" />
			<class Name="AI_DontAutoBuild" />
			<class Name="CustomIcon" />
		</classes>
	</unit>


	<unit Name="Outpost" Id="98" MaxHealth="100" Draw="25" Cost="50" PowerUsage="50" ViewRad="450" BuildTime="20" 
		Projectile="" Muzzle="" Trail="" AttackHit=""
		Explosion="" Sparks=""  Smoke="" Scorch="Scorch3"
		Tracks=""
		>
		<object StateGroup="Idle" Draw="0" >
			<animation Image="units\buildings\bldg new outpost.bmp" Offset="c" />
		</object>
		<object StateGroup="Dead" Draw="0">
			<params Draw="4" />
			<animation Image="units\buildings\bldg new outpost o.bmp" Offset="c" />
		</object>
		<object StateGroup="Construction" >
			<animation Image="units\buildings\bldg construct 1x1.bmp" Offset="c" />
		</object>
		
		<classes>
			<class Name="Ground" />
			<class Name="Surface" />
			<class Name="Building" />
			<class Name="SkipUpdate" />
			<class Name="ContainsSoldiers" />
		</classes>

		<desc Value="A lookout for enemy troops." />
	</unit>

	<unit Name="Base Stats" Id="99" ViewRad="0" Occupy="0" Draw="0" Cost="0" PowerReserve="0" ><classes><class Name="CustomIcon" /></classes></unit>
	<unit Name="Research" Id="100" UnitOrder="1" ><classes><class Name="CustomIcon" /></classes></unit>
	<unit Name="Cancel" Id="101" UnitOrder="1" ><desc Value="Dequeue the most recently queued unit or technology." /></unit>
	<unit Name="Dequeue" Id="102" UnitOrder="1" ><desc Value="Cancel the most recently queued unit or technology." /></unit>
	<unit Name="Fire" Id="103" UnitOrder="1" ><classes></classes></unit>
	<unit Name="Convert to Gate" Id="160" Icon="convert.bmp" UnitOrder="1" ><desc Value="Convert 3 adjacent walls into a gate.  Cost 1000 ore and 500 power." /><classes><class Name="CustomIcon" /></classes></unit>
	<unit Name="Convert" Id="161" Icon="convert.bmp" UnitOrder="1" ><classes><class Name="CustomIcon" /></classes></unit>
	<unit Name="Target" Id="104" UnitOrder="1" ><classes><class Name="CustomIcon" /></classes></unit>
	<unit Name="Hold" Id="105" UnitOrder="1" ><desc Value="Don't move or return fire even if attacked." /></unit>
	<unit Name="Defend" Id="106" UnitOrder="1" ><desc Value="Don't move but do return fire." /></unit>
	<unit Name="Attack" Id="107" UnitOrder="1" ><desc Value="Return fire and move and attack enemy units within view." /></unit>
	<unit Name="Engage" Id="108" UnitOrder="1" ><desc Value="While en route to target stop and attack new enemies.  Hold Auto Engage key to enable while setting target." /></unit>
	<unit Name="Patrol" Id="109" UnitOrder="1" ><desc Value="Continuously move between the current location and the next location given, attack any new target in range." /></unit>
	<unit Name="Explore" Id="110" UnitOrder="1" ><desc Value="Visit new areas that aren't currently visible." /></unit>
	<unit Name="Salvage" Id="111" UnitOrder="1" ><desc Value="Destroy the unit.  If it's under construction you get 100% ore back, else you salvage up to 50% of the ore if not attacked in last 30 seconds." /></unit>
	<unit Name="Infinite Build" Id="112" UnitOrder="1" ><desc Value="Continually build the units currently queued.  The factory will build units in the quantity and order they were queued." /></unit>
	<unit Name="Dequeue All" Id="113" UnitOrder="1" ><desc Value="Remove all units from the build queue." /></unit>
	<unit Name="Build Fast" Id="114" UnitOrder="1" ><desc Value="Accelerate the build time of a unit or building which costs you double." /></unit>
	<unit Name="Lock View" Id="115" UnitOrder="1" ><desc Value="Follow the current unit." /></unit>
	<unit Name="Set Rally" Id="116" UnitOrder="1" ><desc Value="The rally point is where new units are sent immediately after they are created and is displayed as a small white cross." /></unit>
	<unit Name="Add To Group" Id="117" UnitOrder="1" ><desc Value="Add the currently selected units to the most recently activated group." /></unit>
	<unit Name="Remove From Group" Id="118" UnitOrder="1" ><desc Value="Remove the currently selected units from most recently activated group." /></unit>
	<unit Name="Unselect" Id="119" UnitOrder="1" ><desc Value="Clear the current selection and see the default build menu." /></unit>
	<unit Name="Repair" Id="187" Icon="repair order.bmp" UnitOrder="1" ><desc Value="Stop all actions and travel to the nearest repair unit." /><classes><class Name="CustomIcon" /></classes></unit>

	<!-- upgrades
	land speed
	land range
	land view
	land attack
	land unit hp

	air speed
	air range
	air view
	air attack
	air unit hp

	sea speed
	sea range
	sea view
	sea attack
	sea unit hp

	turret range
	turret hp
	turret view range
	turret attack
	-->

	<!-- land units -->
	<unit Name="Fuel Refinery" Id="120" Speed="15" TechPoints="2" BuildTime="90" Pos="640 180" Type="Stat" StatInclude="Mobile Ground"
		Desc="A higher octane fuel provides your ground forces 15% more speed."	/>
	<unit Name="Laser Etched Barrels" Id="121" Range="16" TechPoints="3" BuildTime="90" Pos="640 320" Type="Stat" StatInclude="Mobile Ground" 
		Desc="A more precise barrel manufacturing technique increases your ground units range by 16%." />
	<unit Name="FLIR Prism Focusing" Id="122" ViewRad="18" TechPoints="1" BuildTime="60" Pos="640 460" Type="Stat" StatInclude="Mobile Ground" 
		Desc="Ground units have 18% increased visability thanks to a new imaging technology." />
	<unit Name="Explosives Research" Id="123" Level="3" Attack="12" TechPoints="3" BuildTime="120" Pos="640 600" Type="Stat" StatInclude="Mobile Ground" 
		Desc="Refine the chemical recipe for your ground units increasing firepower by 12%." />
	<unit Name="Topological Lightweight Armor" Id="124" Level="2" Health="15" MaxHealth="15" TechPoints="2" BuildTime="70" Pos="640 40" Type="Stat" StatInclude="Mobile Ground"
		Desc="Improve armor technology for vehicles through the topological arrangement of multiple materials to achieve 15% more armor." />
	
	<!-- air units -->
	<unit Name="Carbon Fiber Turbines" Id="125" Level="2" Speed="10" TechPoints="2" BuildTime="120" Pos="440 180" Type="Stat" StatInclude="Airborne" 
		Desc="Lighter weight turbines allow your aircraft to travel 10% faster." />
	<unit Name="Laser Guidance System" Id="126" Range="22" TechPoints="2" BuildTime="120" Pos="440 320" Type="Stat" StatInclude="Airborne" 
		Desc="Aircraft can lock onto targets 22% farther." />
	<unit Name="Advanced RADAR Waveguide" Id="127" ViewRad="16" TechPoints="1" BuildTime="70" Pos="440 460" Type="Stat" StatInclude="Airborne" 
		Desc="Precision manufacturing leads to 16% performance increase aircrafts radar." />
	<unit Name="Shell Casing Research" Id="128" Level="3" Attack="10" TechPoints="3" BuildTime="80" Pos="440 600" Type="Stat" StatInclude="Airborne" 
		Desc="Airborne units firepower is now 10% more lethal." />
	<unit Name="Dual Property Steel Armor" Id="129" Level="3" Health="15" MaxHealth="15" TechPoints="2" BuildTime="70" Pos="440 40" Type="Stat" StatInclude="Airborne"
		Desc="Manufacturing technology to fabricate covers for critical components yields a 15% increase in aircraft protection." />

	<!-- sea units -->
	<unit Name="Supercavitating Propeller" Id="130" Level="3" Speed="20" TechPoints="2" BuildTime="70" Pos="840 180" Type="Stat" StatInclude="MobileSea" 
		Desc="Supercavitation is used to gain increased ship speed of 20% by reduced prop friction." />
	<unit Name="Helical Computing Grid" Id="131" Range="15" TechPoints="1" BuildTime="180" Pos="840 320" Type="Stat" StatInclude="MobileSea" 
		Desc="Installing new Target Motion Analysis computers yields 15% better range on ships." />
	<unit Name="Bandpass Filter" Id="132" ViewRad="19" TechPoints="1" BuildTime="70" Pos="840 460" Type="Stat" StatInclude="MobileSea" 
		Desc="Increasing your passive sonar technology allows you to detect ships 19% farther away." />
	<unit Name="Torpedo Discharge Casing" Id="133" Level="2" Attack="11" TechPoints="3" BuildTime="80" Pos="840 600" Type="Stat" StatInclude="MobileSea" 
		Desc="Naval units firepower is increased 11% due to better fragmentation." />
	<unit Name="Reactive Hull Plating" Id="134" Level="3" Health="9" MaxHealth="9" TechPoints="2" BuildTime="70" Pos="840 40" Type="Stat" StatInclude="MobileSea"
		Desc="Add intelligent hull plating to your ships for 9% more protection." />

	<!-- defensive units -->
	<unit Name="High Volume Charges" Id="135" Level="2" Range="10" TechPoints="2" BuildTime="120" Pos="240 40" Type="Stat" StatInclude="Turret"
		Desc="Increase the powder charge of turret shells by 10% yeilding better range." />
	<unit Name="Advanced Ceramic Armor" Id="136" Level="3" Health="16" MaxHealth="16" TechPoints="1" BuildTime="60" Pos="240 180" Type="Stat" StatInclude="Turret"
		Desc="Add ceramic plating to all turrets to increase the damage they can take by 16%." />
	<unit Name="Specialized Optics" Id="137" ViewRad="20" TechPoints="1" BuildTime="30" Pos="240 320" Type="Stat" StatInclude="Turret" 
		Desc="Creating special optical components for turrets yeilds 20% better view." />
	<unit Name="Dirty Ordinance" Id="138" Attack="13" TechPoints="3" BuildTime="90" Pos="240 460" Type="Stat" StatInclude="Turret" 
		Desc="Outfit turrets with chemically laced ammo to increase their damage by 13%." />

	<unit Name="Precise Launch Algorithm" Id="139" Range="15" TechPoints="2" BuildTime="95" Pos="240 40" Type="Stat" StatInclude="SeaTurret"
		Desc="Refine the trajectory algorithms of your sea turrets yeilding 15% better range." />
	<unit Name="Explosives Chemistry" Id="140" Level="2" Attack="15" TechPoints="2" BuildTime="130" Pos="240 460" Type="Stat" StatInclude="SeaTurret" 
		Desc="Upgrade sea turret projectiles chemistry to increase their damage by 15%." />

	<!-- infantry -->
	<unit Name="Combat Tactics" Id="182" Level="2" Attack="30" TechPoints="2" BuildTime="80" Pos="840 600" Type="Stat" StatInclude="Infantry"
		Desc="Send all infantry to advanced small unit tactics training increasing their damage by 30%." />
	<unit Name="Magneto Armor" Id="183" Level="3" Health="40" MaxHealth="40" TechPoints="3" BuildTime="150" Pos="840 40" Type="Stat" StatInclude="Infantry"
		Desc="Outfit all soldiers with magnetorheological fluid-based body armor for 40% increased protection." />
	<unit Name="Personal Climate System" Id="184" Level="2" Speed="30" TechPoints="2" BuildTime="100" Pos="840 180" Type="Stat" StatInclude="Infantry"
		Desc="Resupply infantry with micro-climate cooling systems regulating their body temperature over long distances increasing their speed by 30%." />
	<unit Name="Controlled Spin Projectile" Id="196" Level="2" Range="25" TechPoints="2" BuildTime="120" Pos="840 180" Type="Stat" StatInclude="Infantry"
		Desc="Outfit infantry with specially designed and engraved ammunition to increase their range by 25%." />

	<!-- misc upgrades
	wall hp
	building hp
	spies
	power cells

	radar range
	shield radius
	disruptor radius
	radar jammer range
	stealth units
	electric units
	
	regeneration on naval units
	-->
	<unit Name="High Strength Barricades" Id="141" Health="20" MaxHealth="20" TechPoints="1" BuildTime="60" Pos="40 40" Type="Stat" StatInclude="Fortification"
		Desc="Reinforce your walls with 20% more steel." />
	<unit Name="Molecular Hardened Steel" Id="142" Health="17" MaxHealth="17" TechPoints="3" BuildTime="180" Pos="40 180" Type="Stat" StatInclude="Building"
		Desc="Surround all buildings with a special blend of steel to increase the damage they can withstand by 17%." />
	<unit Name="Secret Agents" Id="143" TechPoints="1" BuildTime="120" Pos="40 320" Type="Stat" 
		Desc="Implant agents in enemy labs giving you detailed intel on their research.  Agents also report detailed stats on enemy units." >
		<classes><class Name="Agents" /></classes></unit>
	<unit Name="High Efficiency Generators" Id="144" PowerReserve="15" TechPoints="3" BuildTime="120" Pos="40 460" Type="Stat" StatInclude="Power Cell"
		Desc="All power generators produce 15% more power." >
		<classes><class Name="BuildFirst" /></classes></unit>
	<unit Name="Nuclear Reactive Relays" Id="144" PowerReserve="10" TechPoints="3" BuildTime="120" Pos="40 460" Type="Stat" StatInclude="Power Cell"
		Desc="Upgrade all power generators to produce 10% more power." >
		<classes>
			<class Name="BuildFirst" />
		</classes>
	</unit>

	<unit Name="Intelligence Service" Id="145" TechPoints="3" BuildTime="120" Pos="40 320" Type="Stat" 
		Desc="Gather intel on the number of enemy units and buildings and specific details about enemy plans." >
		<classes><class Name="Intel" /></classes></unit>

	<unit Name="UWB RADAR" Id="146" TechPoints="4" BuildTime="150" Pos="1040 40" Type="Stat" StatInclude="Radar"
		Desc="Upgrade your RADAR towers to use ultra-wideband technology to increase resolution and unit tracking capabilities." >
		<classes><class Name="DetailedRadar" /></classes></unit>
	<unit Name="High Temp Plasma Relays" Id="147" Level="3" ShieldRad="20" TechPoints="2" BuildTime="150" Pos="1040 180" Type="Stat" StatInclude="Shield"
		Desc="Upgrade your shields plasma relay circuits to expand the shield radius by 20%." />
	<unit Name="Gould Positronium" Id="148" Level="3" RadarRad="30" TechPoints="2" BuildTime="90" Pos="1040 320" Type="Stat" StatInclude="Disruptor"
		Desc="New laser driver technology increases disruptor output by 30%." />
	<unit Name="Base Jamming" Id="149" Level="3" RadarRad="35" TechPoints="1" BuildTime="60" Pos="1040 460" Type="Stat" StatInclude="Jammer"
		Desc="Upgrade your radar jammers with high current switches to increase radar jamming range by 35%." />

	<unit Name="Naval Engineers" Id="194" Level="3" TechPoints="4" RegenRate="1" BuildTime="120" Pos="1040 460" Type="Stat" StatInclude="MobileSea"
		Desc="Outfit all naval vessels with specialized engineers who can make repairs at sea.  Repairs one armor unit per second." />

	<!--
	<unit Name="Factory Technicians" Id="167" Level="3" TechPoints="3" RegenRate="1" BuildTime="120" Pos="1040 460" Type="Stat" StatInclude="Factory"
		Desc="Recruit all factories with technicians who will repair any units close to the factory." />
	<unit Name="Advanced Wavefront Optics" Id="150" TechPoints="4" BuildTime="120" Pos="1040 460" Type="Stat" 
		Desc="Enables construction of advanced cloaked units Black Widow and Abyss." />		
	<unit Name="Induction Load Cells" Id="151" TechPoints="4" BuildTime="120" Pos="1040 460" Type="Stat" 
		Desc="Enables construction of advanced electrified units Poiseden and Eel." />
	-->

</schema>

<animations>

	<!--
	<animation Name="TitleSparks" Image="effects\sparks\title sparks %03d.tga" FrameStart="33" FrameEnd="72" FPS="25" Offset="-130 -110" RenderOp="4" />
	<animation Name="TitleEdgeHorz" Image="effects\glow horz.bmp" Offset="c" RenderOp="4" />
	<animation Name="TitleEdgeVert" Image="effects\glow vert.bmp" Offset="c" RenderOp="4" />
	-->

	<animation Name="Flame1" Image="effects\fire\flame1 %04d.tga" FrameEnd="60" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Flame2" Image="effects\fire\flame2 %04d.tga" FrameEnd="30" FPS="25" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Flame2b" Image="effects\fire\flame2b %04d.tga" FrameEnd="30" FPS="50" Offset="c" Compile="0" RenderOp="5" />

	<animation Name="Smoke1" Image="effects\smoke\gsmoke1 %04d.tga"		FrameEnd="50" FPS="20" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Smoke2" Image="effects\smoke\gsmoke2 %04d.tga"		FrameEnd="50" FPS="15" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="BlackSmoke3" Image="effects\smoke\smoke3 %04d.bmp" FrameEnd="100" FPS="20" Offset="c" />
	<animation Name="BlackSmoke4" Image="effects\smoke\smoke4 %04d.bmp" FrameEnd="100" FPS="25" Offset="c" />
	
	<animation Name="Explosion7" Image="effects\explosions\explosion7 %04d.tga" FrameEnd="30" FPS="30" Offset="c" RenderOp="5" Compile="0" />
	<animation Name="WaterExplosion2" Image="effects\explosions\wexp2 %04d.tga" FrameEnd="11" FPS="20" Offset="c" RenderOp="5" />
	<animation Name="WaterExplosion3" Image="effects\explosions\wexp3 %04d.tga" FrameEnd="16" FPS="30" Offset="c" RenderOp="5" />

	<!-- for TGAs alpha is automatically tried to load from a separate file, with these TGAs the alpha is embedded in a single TGA file so no need to try another file -->
	<animation Name="ExpTenticles1" Image="effects\nexp\acf6_%02d.tga"		FrameStart="1" FrameEnd="61" FPS="30" Offset="c" Compile="0" RenderOp="5" LoadAlpha="0" MobileFrameSkip="2" />
	<animation Name="ExpTenticles2" Image="effects\nexp\acf7_%02d.tga"		FrameStart="1" FrameEnd="61" FPS="30" Offset="c" Compile="0" RenderOp="5" LoadAlpha="0" MobileFrameSkip="2" />
	<animation Name="ExpTenticles3" Image="effects\nexp\acf8_%02d.tga"		FrameStart="1" FrameEnd="61" FPS="30" Offset="c" Compile="0" RenderOp="5" LoadAlpha="0" MobileFrameSkip="2" />
	<animation Name="ExpBurst1" Image="effects\nexp\V48-4-2009_%02d.tga"	FrameStart="1" FrameEnd="18" FPS="30" Offset="c" Compile="0" RenderOp="5" LoadAlpha="0" />
	<animation Name="ExpBurst2" Image="effects\nexp\V48-5-2009_%02d.tga"	FrameStart="1" FrameEnd="26" FPS="30" Offset="c" Compile="0" RenderOp="5" LoadAlpha="0" />
	<animation Name="ExpBurst3" Image="effects\nexp\acf1_%02d.tga"			FrameStart="1" FrameEnd="40" FPS="30" Offset="c" Compile="0" RenderOp="5" LoadAlpha="0" />
	<animation Name="ExpBigBurst" Image="effects\nexp\V48-9-2009_%02d.tga"	FrameStart="1" FrameEnd="59" FPS="30" Offset="c" Compile="0" RenderOp="5" LoadAlpha="0" MobileFrameSkip="2" />

	<animation Name="SparkSmallWhite" Image="effects\nspa\V57-1_%02d.bmp"	FrameStart="1" FrameEnd="28" FPS="30" Offset="c" RenderOp="4" />
	<animation Name="SparkBig1" Image="effects\nspa\v4-5_%02d.bmp"			FrameStart="1" FrameEnd="36" FPS="30" Offset="c" RenderOp="4" MobileFrameSkip="2" />
	<animation Name="SparkBigRedWild" Image="effects\nspa\v4-2_%02d.bmp"	FrameStart="1" FrameEnd="41" FPS="30" Offset="c" RenderOp="4" />
	<animation Name="SparkBigPinkCircle" Image="effects\nspa\V57-8_%02d.bmp" FrameStart="1" FrameEnd="36" FPS="30" Offset="c" RenderOp="4" MobileFrameSkip="2" />
	<animation Name="SparkSmall2" Image="effects\nspa\v4-1_%02d.bmp"		FrameStart="1" FrameEnd="27" FPS="35" Offset="c" RenderOp="4" MobileFrameSkip="2" />
	<animation Name="SparkMed1" Image="effects\nspa\v4-6_%02d.bmp"			FrameStart="1" FrameEnd="39" FPS="35" Offset="c" RenderOp="4" MobileFrameSkip="2" />

	<animation Name="Rocket1" Image="effects\rocket\rocket1 %04d.bmp" FrameEnd="16" FPS="30" Offset="c" />
	<animation Name="Rocket2" Image="effects\rocket\rocket2 %04d.bmp" FrameEnd="16" FPS="30" Offset="c" />
	<animation Name="Rocket3" Image="effects\rocket\rocket3 %04d.bmp" FrameEnd="20" FPS="35" Offset="c" />

	<animation Name="Ripple4" Image="effects\water\ripple4 %04d.bmp" FrameEnd="10" FPS="15" AutoReset="0" Offset="c" RenderOp="4" />
	<animation Name="Ripple3" Image="effects\water\ripple3 %04d.bmp" FrameEnd="10" FPS="15" AutoReset="0" Offset="c" RenderOp="4" />
	<animation Name="Foam1" Image="effects\water\foam1 %04d.bmp" FrameEnd="30" FPS="30" AutoReset="0" Offset="c" RenderOp="4" />
	<animation Name="Foam3" Image="effects\water\foam3 %04d.bmp" FrameEnd="30" FPS="3" AutoReset="0" Offset="c" RenderOp="4" />
	<animation Name="Foam3b" Image="effects\water\foam3 %04d.bmp" FrameEnd="30" FPS="30" AutoReset="0" Offset="c" RenderOp="4" />
	<animation Name="Dirt1" Image="effects\water\dirt1 %04d.bmp" FrameEnd="30" FPS="60" AutoReset="0" Offset="c" />
	<animation Name="Dirt2" Image="effects\water\dirt2 %04d.bmp" FrameEnd="30" FPS="60" AutoReset="0" Offset="c" RenderOp="4" />

	<animation Name="Laser1" Image="effects\laser\laser1.bmp" Compile="0" />
	<animation Name="Laser2" Image="effects\laser\laser2.bmp" Compile="0" />
	<animation Name="Laser3" Image="effects\laser\laser3.bmp" Compile="0" />
	<animation Name="Laser4" Image="effects\laser\laser4.bmp" Compile="0" />
	<animation Name="Laser5" Image="effects\laser\laser5.bmp" Compile="0" />
	<animation Name="Laser6" Image="effects\laser\laser6.bmp" Compile="0" />
	<animation Name="Laser7" Image="effects\laser\laser7.bmp" Compile="0" />
	<animation Name="Laser8" Image="effects\laser\laser8.bmp" Compile="0" />

	<animation Name="Shock1" Image="effects\electric\lightning1 %04d.bmp" FrameEnd="4" FPS="8" AutoReset="1" StartAtRandomFrame="1" Offset="c" RenderOp="4" />
	<animation Name="Shock2" Image="effects\electric\lightning2 %04d.bmp" FrameEnd="4" FPS="8" AutoReset="1" StartAtRandomFrame="1" Offset="c" RenderOp="4" />
	<animation Name="Shock3" Image="effects\electric\lightning3 %04d.bmp" FrameEnd="4" FPS="8" AutoReset="1" StartAtRandomFrame="1" Offset="c" RenderOp="4" />
	<animation Name="Shock4" Image="effects\electric\lightning4 %04d.bmp" FrameEnd="4" FPS="8" AutoReset="1" StartAtRandomFrame="1" Offset="c" RenderOp="4" />
	<animation Name="Shock5" Image="effects\electric\lightning %04d.bmp" FrameEnd="8" FPS="8" AutoReset="1" StartAtRandomFrame="1" Offset="c" RenderOp="4" />
	
	<animation Name="Sparks3" Image="effects\sparks\sparks3 %04d.tga" FrameEnd="12" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Sparks4" Image="effects\sparks\sparks4 %04d.tga" FrameEnd="12" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Sparks7" Image="effects\sparks\sparks7 %04d.tga" FrameEnd="8" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Sparks8" Image="effects\sparks\sparks8 %04d.tga" FrameEnd="8" FPS="30" Offset="c" Compile="0" RenderOp="5" />

	<animation Name="Weld1" Image="effects\sparks\weld1 %04d.tga" FrameEnd="30" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Weld2" Image="effects\sparks\weld2 %04d.tga" FrameEnd="30" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	
	<animation Name="Flare1" Image="effects\flares\flare1 %04d.tga" FrameEnd="3" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Flare2" Image="effects\flares\flare2 %04d.tga" FrameEnd="3" FPS="30" Offset="c" Compile="0" RenderOp="5" />
	<animation Name="Flare3" Image="effects\flares\01.bmp" FPS="0" Offset="c" RenderOp="4" />
	<animation Name="Flare4" Image="effects\flares\21.bmp" FPS="0" Offset="c" RenderOp="4" />
	<animation Name="Flare01" Image="effects\flares\flare01.jpg" FPS="0.5" Offset="c" RenderOp="4" />
	<animation Name="Flare03" Image="effects\flares\flare03.jpg" FPS="1" Offset="c" RenderOp="4" />
	<animation Name="Bomb" Image="units\air\air bomb x1.bmp" Offset="c" />

	<animation Name="Tire2" Image="effects\treads\tire2.bmp" FrameEnd="1" FPS="0" Offset="c" Compile="0" RenderOp="8" />
	<animation Name="Tire3" Image="effects\treads\tire3.bmp" FrameEnd="1" FPS="0" Offset="c" Compile="0" RenderOp="8" />
	<animation Name="Tire4" Image="effects\treads\tire4.bmp" FrameEnd="1" FPS="0" Offset="c" Compile="0" RenderOp="8" />
	<animation Name="Tread1" Image="effects\treads\tread1.bmp" FrameEnd="1" FPS="0" Offset="c" Compile="0" RenderOp="8" />
	<animation Name="Tread2" Image="effects\treads\tread2.bmp" FrameEnd="1" FPS="0" Offset="c" Compile="0" RenderOp="8" />
	<animation Name="Boot" Image="effects\treads\step.bmp" FrameEnd="1" FPS="0" Offset="c" Compile="0" RenderOp="8" />

	<animation Name="Scorch1" Image="effects\scorch\scorch1.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch2" Image="effects\scorch\scorch2.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch3" Image="effects\scorch\scorch3.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch4" Image="effects\scorch\scorch4.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch5" Image="effects\scorch\scorch5.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch6" Image="effects\scorch\scorch6.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch7" Image="effects\scorch\scorch7.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch8" Image="effects\scorch\scorch8.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch9" Image="effects\scorch\scorch9.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch10" Image="effects\scorch\scorch10.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch11" Image="effects\scorch\scorch11.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch12" Image="effects\scorch\scorch12.bmp" Offset="c" Compile="0" />
	<animation Name="Scorch13" Image="effects\scorch\scorch13.jpg" Offset="c" Compile="0" />
	<animation Name="Scorch17" Image="effects\scorch\scorch17.jpg" Offset="c" Compile="0" />

  <animation Name="UnitTalking" Image="gui\new\campaign unit talking %d.bmp" FrameEnd="5" FPS="1" Offset="0 36" />
  <animation Name="Mission" Image="gui\msg mission.bmp" Compile="1" />
  <animation Name="Objective" Image="gui\msg objective.bmp" Compile="1" />
  <animation Name="Complete" Image="gui\msg complete.bmp" Compile="1" />
  <animation Name="Failed" Image="gui\msg failed.bmp" Compile="1" />
	<animation Name="DialogOpen" Image="gui\hologram\hologram%04d.bmp" FrameStart="0" FrameEnd="15" FPS="30" Rescale="11" />
	<animation Name="DialogIdle" Image="gui\hologram\hologram%04d.bmp" FrameStart="15" FrameEnd="30" FPS="15" Rescale="11" />
	<animation Name="DialogClose" Image="gui\hologram\hologram%04d.bmp" FrameStart="30" FrameEnd="41" FPS="30" Rescale="11" />
	<animation Name="BuildProgress" Image="gui\build progress\build progress %04d.bmp" FrameEnd="60" FPS="60" Compile="0" />

</animations>


<!-- Delayed Load animations, these are only loaded on an as needed basis -->
<DLanimations>
	<animation Name="Ocean" Image="effects\water\sea%04d.jpg" FrameEnd="50" FPS="11" Compile="0" Preblend="1" />
	<animation Name="Ocean2" Image="effects\water\calm%04d.jpg" FrameEnd="50" FPS="11" Compile="0" Preblend="1" />
	<animation Name="Ice" Image="effects\water\iceflow%04d.jpg" FrameEnd="20" FPS="8" Compile="0" Preblend="1" />
	<animation Name="Scum" Image="effects\water\scum%04d.jpg" FrameEnd="20" FPS="8" Compile="0" Preblend="1" />
</DLanimations>


<sequences>
  <sequence Name="Flyin" >
    <animation Name="Mission" >
      <key Time="0" Pos="-1 -h" Opacity="0" />
      <key Time="1" Pos="-0.2 -h" Opacity="1" />
    </animation>
    
    <animation Name="Completed" >
      <key Time="0" Pos="1 0" Opacity="0" />
      <key Time="1" Pos="0.2 0" Opacity="1" />
    </animation>

    <!-- lines flyin later
    <animation Name="Line" >
      <key Time="0.5" Pos="left -h" Opacity="0" />
      <key Time="1" Pos=" -h" Opacity="1" />
    </animation>
    <animation Name="Line" >
      <key Time="0.5" Pos="right 0" Opacity="0" />
      <key Time="1" Pos=" 0" Opacity="1" />
    </animation>-->
  </sequence>
</sequences>

<!-- All animations are added as their own particle controller with the same name, therefore if you make
a new particle controller it can't have the same name as an animation
	<particlecontroller
	Name="Contrail1 Trail" 
	Animation="Contrail1" 
	TrackUnit="1"
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	LifeMin="0.5"
	LifeMax="0.6"
	IntervalMin="0.01"
	IntervalMax="0.02"
	StartFrameMax="4"
	/>
 -->
<particlecontrollers>
	
	<particlecontroller
	Name="Rocket Trail" 
	Animation="Rocket1" 
	TrackUnit="1"
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	LifeMin="0.4"
	LifeMax="0.5"
	IntervalMin="0.02"
	IntervalMax="0.02"
	SpawnMax="0"
	/>

	<particlecontroller
	Name="Rocket Trail Fast" 
	Animation="Rocket1" 
	TrackUnit="1"
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	LifeMin="0.4"
	LifeMax="0.5"
	IntervalMin="0.01"
	IntervalMax="0.012"
	SpawnMax="0"
	/>

	<particlecontroller
	Name="Missile Trail" 
	Animation="Rocket3" 
	TrackUnit="1"
	PosMin="-3 -3 -3"
	PosMax="3 3 3"
	LifeMin="0.57"
	LifeMax="0.57"
	IntervalMin="0.02"
	IntervalMax="0.02"
	SpawnMax="0"
	/>

	<particlecontroller
	Name="Ripple3 Trail" 
	Animation="Ripple3" 
	UnderUnits="1"
	TrackUnit="1"
	PosMin="-3 -3 -3"
	PosMax="3 3 3"
	LifeMin="0.66"
	LifeMax="0.66"
	IntervalMin="0.02"
	IntervalMax="0.04"
	SpawnMax="0"
	/>

	<particlecontroller
	Name="Foam1 Trail" 
	Animation="Foam1" 
	UnderUnits="1"
	TrackUnit="1"
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	LifeMin="0.9"
	LifeMax="1"
	IntervalMin="0.03"
	IntervalMax="0.04"
	SpawnMax="0"
	/>

	<particlecontroller
	Name="Foam3 Trail" 
	Animation="Foam3" 
	UnderUnits="1"
	TrackUnit="1"
	PosMin="-2 -2 -2"
	PosMax="2 2 2"
	LifeMin="9"
	LifeMax="10"
	IntervalMin="0.1"
	IntervalMax="0.2"
	StartFrameMax="5"
	SpawnMax="0"
	/>

	<particlecontroller
	Name="Foam3b Trail" 
	Animation="Foam3b" 
	UnderUnits="1"
	TrackUnit="1"
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	LifeMin="0.9"
	LifeMax="1.0"
	IntervalMin="0.03"
	IntervalMax="0.05"
	StartFrameMax="5"
	SpawnMax="0"
	/>

	<!-- for TerrainSpecificAnimations dirmax.x is the collision rad multiplayer, dirmax.y is the unit velocity multiplier -->
	<particlecontroller
	Name="Hovercraft Trail"
	UnderUnits="1"
	TrackUnit="1"
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	DirMin="-1 -1 -1"
	DirMax="0.85 0.7 1"
	SpeedMin="40"
	SpeedMax="50"
	IntervalMin="0.01"
	IntervalMax="0.02"
	SpawnMax="0"
	TerrainSpecificAnimations="1"
	>
		<animation Name="Dirt1" />
		<animation Name="Dirt2" />
</particlecontroller>

	<particlecontroller
	Name="Hovercraft Small Trail"
	UnderUnits="1"
	TrackUnit="1"
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	DirMin="-1 -1 -1"
	DirMax="0.7 0.7 1"
	SpeedMin="20"
	SpeedMax="25"
	IntervalMin="0.04"
	IntervalMax="0.05"
	SpawnMax="0"
	TerrainSpecificAnimations="1"
	>
		<animation Name="Dirt1" />
		<animation Name="Dirt2" />
	</particlecontroller>

	<particlecontroller
	Name="Flare3b" 
	Animation="Flare3" 
	TrackUnit="1" 
	MapParticleToUnit="1" 
	LifeMin="10"
	LifeMax="10"
	IntervalMin="10"
	IntervalMax="10"
	/>

	<particlecontroller
	Name="Flare4b" 
	Animation="Flare4" 
	TrackUnit="1" 
	MapParticleToUnit="1" 
	LifeMin="100"
	LifeMax="100"
	IntervalMin="100"
	IntervalMax="100"
	/>

	<particlecontroller
	Name="Flare01b" 
	Animation="Flare01" 
	TrackUnit="1" 
	MapParticleToUnit="1" 
	LifeMin="100"
	LifeMax="100"
	IntervalMin="100"
	IntervalMax="100"
	/>

	<particlecontroller
	Name="WhiteSpark Exp" 
	Animation="SparkSmallWhite" 
	PosMin="-0.6 -0.6 -0.6"
	PosMax="0.6 0.6 0.6"
	IntervalMin="0.02"
	IntervalMax="0.06"
	SpawnMin="2"
	SpawnMax="6"
	NumGenBasedOnUnitSize="1"
	PosBasedOnUnitSize="1"	
	/>

	<particlecontroller
	Name="Bomb Exp" 
	Animation="" 
	PosMin="-0.8 -0.8 -0.8"
	PosMax="0.8 0.8 0.8"
	IntervalMin="0.02"
	IntervalMax="0.05"
	SpawnMin="1"
	SpawnMax="4"
	NumGenBasedOnUnitRange="1"
	PosBasedOnUnitRange="1"	
	>
		<animation Name="ExpBurst1" />
		<animation Name="ExpBurst2" />
		<animation Name="SparkSmall2" />
	</particlecontroller>

	<particlecontroller
	Name="Depth Exp" 
	Animation="" 
	PosMin="-0.8 -0.8 -0.8"
	PosMax="0.8 0.8 0.8"
	IntervalMin="0.02"
	IntervalMax="0.05"
	SpawnMin="1"
	SpawnMax="4"
	NumGenBasedOnUnitRange="1"
	PosBasedOnUnitRange="1"	
	>
		<animation Name="WaterExplosion3" />
		<animation Name="WaterExplosion2" />
		<animation Name="SparkSmall2" />
	</particlecontroller>

	<particlecontroller
	Name="Nuke Exp" 
	Animation="" 
	PosMin="-1 -1 -1"
	PosMax="1 1 1"
	IntervalMin="0.05"
	IntervalMax="0.01"
	SpawnMin="1"
	SpawnMax="2"
	NumGenBasedOnUnitRange="1"
	PosBasedOnUnitRange="1"	
	>
		<animation Name="ExpBurst1" />
		<animation Name="ExpBurst2" />
		<animation Name="ExpBurst3" />
		<animation Name="ExpBigBurst" />
	</particlecontroller>

	<!--
	NumGenBasedOnUnitSize="1"	multiplies number to spawn by area covered by unit based on CollisionRad (pi*rad*rad) / (tilew*tileh)
	PosBasedOnUnitSize="1"		multiplies position of particles with unit CollisionRad (to spread the particles over the area of the unit)
	-->
	<particlecontroller
	Name="Unit Destroyed" 
	Animation="" 
	>
		<animation Name="ExpTenticles1" />
		<animation Name="ExpTenticles2" />
		<animation Name="ExpTenticles3" />
	</particlecontroller>

	<particlecontroller
	Name="Bldg Destroyed" 
	Animation="" 
	PosMin="-0.8 -0.8 -0.8"
	PosMax="0.8 0.8 0.8"
	IntervalMin="0.03"
	IntervalMax="0.08"
	SpawnMin="3"
	SpawnMax="6"
	NumGenBasedOnUnitSize="1"
	PosBasedOnUnitSize="1"	
	>
		<animation Name="ExpBurst1" />
		<animation Name="ExpBurst2" />
		<animation Name="ExpBurst3" />
	</particlecontroller>

	<particlecontroller
	Name="MegaUnit Destroyed" 
	Animation="" 
	PosMin="-0.8 -0.8 -0.8"
	PosMax="0.8 0.8 0.8"
	IntervalMin="0.05"
	IntervalMax="0.1"
	SpawnMin="3"
	SpawnMax="6"
	NumGenBasedOnUnitSize="1"
	PosBasedOnUnitSize="1"	
	>
		<animation Name="ExpBurst1" />
		<animation Name="ExpBurst2" />
		<animation Name="ExpBurst3" />
	</particlecontroller>

	<particlecontroller
	Name="Sub Destroyed" 
	Animation="" 
	PosMin="-0.8 -0.8 -0.8"
	PosMax="0.8 0.8 0.8"
	IntervalMin="0.03"
	IntervalMax="0.08"
	SpawnMin="3"
	SpawnMax="6"
	NumGenBasedOnUnitSize="1"
	PosBasedOnUnitSize="1"	
	>
		<animation Name="WaterExplosion3" />
		<animation Name="WaterExplosion2" />
	</particlecontroller>

	<particlecontroller
	Name="Grey Smoke" 
	Animation="" 
	PosMin="-0.7 -0.7 -0.7"
	PosMax="0.7 0.7 0.7"
	IntervalMin="0.02"
	IntervalMax="0.04"
	DirMin="-0.6 -1.0 0"
	DirMax="-0.4 -0.8 0"
	SpeedMin="20"
	SpeedMax="25"
	SpawnMin="100"
	SpawnMax="150"
	LifeMin="3"
	LifeMax="6"
	NumGenBasedOnUnitSize="1"
	PosBasedOnUnitSize="1"	
	>
		<animation Name="Smoke1" />
		<animation Name="Smoke2" />
	</particlecontroller>

  <particlecontroller
	Name="Flare Smoke"
	Animation=""
	TrackUnit="1"
	PosMin="-0.7 -0.7 -0.7"
	PosMax="0.7 0.7 0.7"
	IntervalMin="0.02"
	IntervalMax="0.04"
	DirMin="-0.7 -1.1 0"
	DirMax="-0.3 -0.7 0"
	SpeedMin="20"
	SpeedMax="30"
	LifeMin="3"
	LifeMax="6"
  OnlyWhenMoving="0"
  SpawnMax="0"
	PosBasedOnUnitSize="1"	
	>
    <animation Name="Smoke1" />
    <animation Name="Smoke2" />
  </particlecontroller>

  <particlecontroller
	Name="Black Smoke" 
	Animation="" 
	PosMin="-0.7 -0.7 -0.7"
	PosMax="0.7 0.7 0.7"
	IntervalMin="0.04"
	IntervalMax="0.06"
	DirMin="-0.7 -1.0 0"
	DirMax="-0.3 -0.6 0"
	SpeedMin="20"
	SpeedMax="25"
	SpawnMin="150"
	SpawnMax="200"
	NumGenBasedOnUnitSize="1"
	PosBasedOnUnitSize="1"	
	>
		<animation Name="BlackSmoke3" />
		<animation Name="BlackSmoke4" />
	</particlecontroller>

	<particlecontroller
	Name="Flame Cannon" 
	Animation="Flame2" 
	TrackUnit="1" 
	PosMin="-3 -3 -3"
	PosMax="3 3 3"
	IntervalMin="0.02"
	IntervalMax="0.04" 
	SpawnMax="0"
	/>

	<particlecontroller
	Name="On Fire"
	Animation="Flame2b"
	TrackUnit="1"
	PosMin="-3 -3 -3"
	PosMax="3 3 3"
	IntervalMin="0.02"
	IntervalMax="0.04"
	StartFrameMin="0"
	StartFrameMax="10"
	SpawnMax="0"
	/>

	<!-- any particle controller for Event "Smoke" for an airborne unit must use TrackUnit="1" -->
	<particlecontroller
	Name="Flame Trail" 
	Animation="Flame1" 
	TrackUnit="1"
	PosMin="-5 -5 -5"
	PosMax="5 5 5"
	LifeMin="0.15"
	LifeMax="0.2"
	IntervalMin="0.01"
	IntervalMax="0.03"
	StartFrameMin="30"
	StartFrameMax="50"
	SpawnMax="0"
	/>

	<particlecontroller
	Name="Big Flame Trail" 
	Animation="Flame1" 
	TrackUnit="1"
	PosMin="-10 -10 -10"
	PosMax="10 10 10"
	LifeMin="0.15"
	LifeMax="0.2"
	IntervalMin="0.01"
	IntervalMax="0.02"
	StartFrameMin="30"
	StartFrameMax="50"
	SpawnMax="0"
	/>

</particlecontrollers>


<sounds>
	<!--
	<group Name="BurningAir" Num="2" />
	<group Name="BurningGround" Num="3" />
	nummobile is smaller to save download size for iphone version
	-->
	<group Name="Weld" Num="9" />
	<group Name="Build" Num="25" />
	<group Name="JetFlyby" Num="9" />

	<group Name="ExplodeBuilding" Num="3" />
	<group Name="ExplodeUnitGround" Num="4" />
	<group Name="ExplodeUnitAir" Num="4" />
	<group Name="ExplodeUnitSurface" Num="4" />
	<group Name="ExplodeUnitSub" Num="4" />
	<group Name="TreeDestroyed" Num="2" />
	<group Name="InfantryDied" Num="22" />
	<group Name="Thunder" Num="4" />
	<group Name="RadioInNew" Num="12" />

	<group Name="BulletHitGround" Num="9" />
	<group Name="BulletHitWater" Num="7" />
	<group Name="BulletHitMetal" Num="15" />
	<group Name="BulletHitShield" Num="3" />
	<group Name="BulletHitTree" Num="2" />

	<group Name="UnitSelected" Num="23" />
	<group Name="UnitSelectedAir" Num="0" />
	<group Name="UnitSelectedSub" Num="0" />
	<group Name="UnitSelectedSea" Num="0" />
	<group Name="UnitSelectedGnd" Num="0" />
	<group Name="UnitMove" Num="35" />
	<group Name="UnitMoveAir" Num="2" />
	<group Name="UnitMoveSub" Num="2" />
	<group Name="UnitMoveSea" Num="7" />
	<group Name="UnitMoveGnd" Num="9" />
	<group Name="UnitAttack" Num="32" />
	<group Name="UnitAttackAir" Num="4" />
	<group Name="UnitAttackSub" Num="8" />
	<group Name="UnitAttackSea" Num="3" />
	<group Name="UnitAttackGnd" Num="1" />
	<group Name="UnitDied" Num="14" />
	<group Name="UnitDiedAir" Num="5" />
	<group Name="UnitDiedSub" Num="3" />
	<group Name="UnitDiedSea" Num="8" />
	<group Name="UnitDiedGnd" Num="4" />
	<group Name="UnitChatter" Num="25" />
	<group Name="UnitChatterAir" Num="17" />
	<group Name="UnitChatterSub" Num="2" />
	<group Name="UnitChatterSea" Num="5" />
	<group Name="UnitChatterGnd" Num="0" />
	<group Name="UnitChatterAttack" Num="10" />
	<group Name="UnitCantAttack" Num="7" />
	<group Name="MegaUnitResponse" Num="10" />
</sounds>


<!-- 1.0 units removed for sequel
	<group Name="NotifyOre" Num="8" />
	<group Name="NotifyPopulation" Num="1" />
	<group Name="NotifyPower" Num="6" />
	<group Name="NotifyPosition" Num="3" />
	<group Name="NotifyBaseHealthAttack" Num="3" />

		<item Unit="Cooling Tower" />
		<item Unit="Bridge" />
		<item Unit="Bridge Ramp" />
		<item Unit="Refinery" />
		<item Unit="Processor" />
		<item Unit="Extractor" />
		<item Unit="Machine Shop" />
		<item Unit="Wind Turbine X3" />
		<item Unit="Minigun" />
-->

<menu>
	<group Name="Engineering" Id="152" >
		<item Unit="Power Cell" />
		<item Unit="Wind Turbine" />
		<item Unit="Reactor" />
		<item Unit="Tidal Turbine" />
		
		<item Unit="Fusion Plant" />
		<item Unit="Geothermal Pump" />
		<item Unit="Storage" />
		<item Unit="Wall" />

		<item Unit="Plasma Wall" />
		<item Unit="Shield" />
		<item Unit="Area Shield" />
		<item Unit="Repair Station" />
	</group>

	<group Name="Buildings" Id="153" >
		<item Unit="Land Factory" />
		<item Unit="Air Factory" />
		<item Unit="Sea Factory" />
		<item Unit="Infantry Training Center" />

		<item Unit="Spec Mine" />
		<item Unit="Looking Glass" />
		<item Unit="Orchid" />
		<item Unit="Tempest" />

		<item Unit="Outpost" />
		<item Unit="Radar Tower" />
		<item Unit="Jamming Station" />
		<item Unit="Disruptor" />

		<!-- headquarters will only be visible if our hq is destroyed -->
		<item Unit="Headquarters" />
	</group>

	<group Name="Defense" Id="154" >
		<item Unit="M779" />
		<item Unit="AP250" />
		<item Unit="M300" />
		<item Unit="Bertha" />
		
		<item Unit="IMS" />
		<item Unit="Zork" />
		<item Unit="Mavic" />
		<item Unit="Phalanx" />
		
		<item Unit="Kallini" />
		<item Unit="GAAM" />
		<item Unit="COIL" />
		<item Unit="USC" />
	</group>

	<group Name="Mega Units" Id="155" >
		<item Unit="Rapture" />
		<item Unit="Dreadnought" />
		<item Unit="Goliath" />
		<item Unit="Titanis" />
		
		<item Unit="Rapier" />
		<item Unit="Magna Lase" />
		<item Unit="Zubr" />
		<item Unit="Illuminati" />

		<item Unit="Merlon" />
		<item Unit="Zenith" />
		<item Unit="Missile Pad" />
		<item Unit="Eagle Eye" />
	</group>

	<group Name="Land" EditOnly="1" >
		<item Unit="Humvee" />
		<item Unit="Challenger" />
		<item Unit="Cougar" />
		<item Unit="Archer" />
		<item Unit="Ram" />
		<item Unit="Viper" />
		<item Unit="Magmus" />
		<item Unit="Cheetah" />
		<item Unit="Septu" />
		<item Unit="Samum" />
		<item Unit="Spawn" />
		<item Unit="Newt" />
	</group>
	<group Name="Air" EditOnly="1" >
		<item Unit="Wasp" />
		<item Unit="Apache" />
		<item Unit="Seahawk" />
		<item Unit="Raptor" />
		<item Unit="Valkyrie" />
		<item Unit="Crane" />
		<item Unit="Hornet" />
		<item Unit="Lancer" />
		<item Unit="Osprey" />
		<item Unit="Black Widow" />
	</group>
	<group Name="Sea" EditOnly="1" >
		<item Unit="Stingray" />
		<item Unit="Lupis" />
		<item Unit="Zumwalt" />
		<item Unit="Samum" />
		<item Unit="Spawn" />
		<item Unit="Newt" />
		<item Unit="Seawolf" />
		<item Unit="Proteus" />
		<item Unit="Mira" />
		<item Unit="Megalodon" />
		<item Unit="Eel" />
		<item Unit="Abyss" />
	</group>
	<group Name="Trees" EditOnly="1" >
		<item Unit="Oak" />
		<item Unit="Maple" />
		<item Unit="Scotch Pine" />
		<item Unit="Blue Spruce" />
		<item Unit="Palm1" />
		<item Unit="Palm2" />
		<item Unit="Palm3" />
		<item Unit="Palm4" />
		<item Unit="Palm5" />
		<item Unit="Palmetto1" />
		<item Unit="Palmetto2" />
		<item Unit="Palmetto3" />
	</group>
	<group Name="Rocks" EditOnly="1" >
		<item Unit="Gray Boulder 1" />
		<item Unit="Gray Boulder 2" />
		<item Unit="Gray Boulder 3" />
		<item Unit="Gray Boulder 4" />
		<item Unit="Gray Stone" />
		<item Unit="Snowy Boulder 1" />
		<item Unit="Snowy Boulder 2" />
		<item Unit="Snowy Boulder 3" />
		<item Unit="Snowy Boulder 4" />
		<item Unit="Snowy Stone" />
		<item Unit="Yellow Boulder 1" />
		<item Unit="Yellow Boulder 2" />
		<item Unit="Yellow Boulder 3" />
		<item Unit="Yellow Boulder 4" />
		<item Unit="Yellow Stone" />
		<item Unit="Iceburg1" />
		<item Unit="Iceburg2" />
	</group>
	<group Name="Objects" EditOnly="1" >
		<item Unit="Flare" />
		<item Unit="Marker" />
		<item Unit="Goliath X" />
		<item Unit="Gate Horz" />
		<item Unit="Gate Vert" />
		<item Unit="Soldier" />
		<item Unit="Engineer" />
		<item Unit="SEAL" />
		<item Unit="Rocketeer" />
		<item Unit="Saboteur" />
		<item Unit="Sniper" />
		<item Unit="Infinity Weapon" />	
	</group>
	<group Name="Minerals" EditOnly="1" >
		<item Unit="Xephal" />
		<item Unit="Crom" />
		<item Unit="Isonium" />
		<item Unit="Betniah" />
		<item Unit="Rhoxia" />
		<item Unit="Nuba" />
		<item Unit="Sapph" />
		<item Unit="Pole_01" />
	</group>
</menu>



<!-- MAIN COMMAND GROUPS BASED ON 16 SLOTS -->
<!--
<group Name="Engr" Id="152" >
	<item Unit="Power Cell" />
	<item Unit="Wind Turbine" />
	<item Unit="Reactor" />
	<item Unit="Tidal Turbine" />
	
	<item Unit="Fusion Plant" />
	<item Unit="Geothermal Pump" />
	<item Unit="Spec Mine" />
	<item Unit="Storage" />

	<item Unit="Wall" />
	<item Unit="Plasma Wall" />
	<item Unit="Shield" />
	<item Unit="Area Shield" />

	<item Unit="Eagle Eye" />
	<item Unit="Outpost" />
</group>

<group Name="Bldg" Id="153" >
	<item Unit="Land Factory" />
	<item Unit="Air Factory" />
	<item Unit="Sea Factory" />
	<item Unit="Infantry Training Center" />
	
	<item Unit="Looking Glass" />
	<item Unit="Orchid" />
	<item Unit="Tempest" />
	<item Unit="Repair Station" />

	<item Unit="Radar Tower" />
	<item Unit="Jamming Station" />
	<item Unit="Disruptor" />
	<item Unit="Headquarters" />
</group>

<group Name="Dfnse" Id="154" >
	<item Unit="M779" />
	<item Unit="AP250" />
	<item Unit="M300" />
	<item Unit="Bertha" />
	
	<item Unit="IMS" />
	<item Unit="Zork" />
	<item Unit="Mavic" />
	<item Unit="Phalanx" />
	
	<item Unit="Kallini" />
	<item Unit="GAAM" />
	<item Unit="COIL" />
	<item Unit="USC" />

	<item Unit="Merlon" />
	<item Unit="Zenith" />
	<item Unit="Illuminati" />
</group>

<group Name="Mega" Id="155" >
	<item Unit="Rapture" />
	<item Unit="Dreadnought" />
	<item Unit="Goliath" />
	<item Unit="Titanis" />
	
	<item Unit="Rapier" />
	<item Unit="Magna Lase" />
	<item Unit="Zubr" />
	<item Unit="Missile Pad" />
</group>-->

<mutators>
	<mutator Name="None" Desc="Normal game where all units are allowed." >
	</mutator>
	<mutator Name="Ground Only" Desc="No air, sea, or sub units are allowed." >
		<item Unit="Wind Turbine" />
		<item Unit="Tidal Turbine" />
		<item Unit="Geothermal Pump" />
		<item Unit="Air Factory" />
		<item Unit="Sea Factory" />
		<item Unit="Looking Glass" />
		<item Unit="Tempest" />
		<item Unit="Zork" />
		<item Unit="Mavic" />
		<item Unit="Phalanx" />
		<item Unit="Kallini" />
		<item Unit="Zenith" />
		<item Unit="Rapture" />
		<item Unit="Dreadnought" />
		<item Unit="Titanis" />
		<item Unit="Rapier" />
		<item Unit="Seahawk" />
		<item Unit="Hornet" />
		<item Unit="Proteus" />
		<item Unit="Mira" />
		<item Unit="USC" />
		<item Unit="COIL" />
		<item Unit="GAAM" />
		<item Unit="Rocketeer" />
	</mutator>
	<mutator Name="Air Only" Desc="No ground, sea, or sub units are allowed." >
		<item Unit="Power Cell" />
		<item Unit="Reactor" />
		<item Unit="Tidal Turbine" />
		<item Unit="Fusion Plant" />
		<item Unit="Geothermal Pump" />
		<item Unit="Outpost" />
		<item Unit="Wall" />
		<item Unit="Land Factory" />
		<item Unit="Sea Factory" />
		<item Unit="Shield" />
		<item Unit="Area Shield" />
		<item Unit="Looking Glass" />
		<item Unit="Orchid" />
		<item Unit="M779" />
		<item Unit="Bertha" />
		<item Unit="IMS" />
		<item Unit="Zork" />
		<item Unit="Mavic" />
		<item Unit="Kallini" />
		<item Unit="Merlon" />
		<item Unit="Zenith" />
		<item Unit="Rapture" />
		<item Unit="Dreadnought" />
		<item Unit="Goliath" />
		<item Unit="Magna Lase" />
		<item Unit="Magmus" />
		<item Unit="Cheetah" />
		<item Unit="Septu" />
		<item Unit="Proteus" />
		<item Unit="Mira" />
		<item Unit="USC" />
		<item Unit="Soldier" />
		<item Unit="Engineer" />
		<item Unit="SEAL" />
		<item Unit="Saboteur" />
		<item Unit="Sniper" />
	</mutator>
	<mutator Name="Sea Only" Desc="No ground or air units are allowed." >
		<item Unit="Power Cell" />
		<item Unit="Reactor" />
		<item Unit="Fusion Plant" />
		<item Unit="Wall" />
		<item Unit="Land Factory" />
		<item Unit="Air Factory" />
		<item Unit="Orchid" />
		<item Unit="Tempest" />
		<item Unit="M779" />
		<item Unit="AP250" />
		<item Unit="M300" />
		<item Unit="Bertha" />
		<item Unit="IMS" />
		<item Unit="Merlon" />
		<item Unit="Goliath" />
		<item Unit="Titanis" />
		<item Unit="Rapier" />
		<item Unit="Magna Lase" />
		<item Unit="Sniper" />
	</mutator>
	<mutator Name="Offensive" Desc="No defensive units are allowed." >
		<item Unit="Outpost" />
		<item Unit="Wall" />
		<item Unit="M779" />
		<item Unit="AP250" />
		<item Unit="M300" />
		<item Unit="Bertha" />
		<item Unit="IMS" />
		<item Unit="Zork" />
		<item Unit="Mavic" />
		<item Unit="Phalanx" />
		<item Unit="Kallini" />
		<item Unit="Merlon" />
		<item Unit="Zenith" />
		<item Unit="USC" />
		<item Unit="COIL" />
		<item Unit="GAAM" />
	</mutator>
	<mutator Name="No Nukes" Desc="No ICBMs or Missile Pad." >
		<item Unit="Missile Pad" />
		<item Unit="Illuminati" />
	</mutator>
	<mutator Name="Mega Free" Desc="No mega units." >
		<item Unit="Rapture" />
		<item Unit="Dreadnought" />
		<item Unit="Goliath" />
		<item Unit="Titanis" />
		<item Unit="Rapier" />
		<item Unit="Magna Lase" />
		<item Unit="Zubr" />
	</mutator>
	<mutator Name="No Nukes or Mega" Desc="No ICBM or mega units." >
		<item Unit="Rapture" />
		<item Unit="Dreadnought" />
		<item Unit="Goliath" />
		<item Unit="Titanis" />
		<item Unit="Rapier" />
		<item Unit="Magna Lase" />
		<item Unit="Missile Pad" />
		<item Unit="Illuminati" />
	</mutator>
	<mutator Name="No Labs" Desc="No reasearch labs." >
		<item Unit="Looking Glass" />
		<item Unit="Orchid" />
		<item Unit="Tempest" />
	</mutator>
	<mutator Name="No Tech 1 Units" Desc="Focus on defense and economy with no fear of being rushed." >
		<item Unit="Humvee" />
		<item Unit="Challenger" />

		<item Unit="Stingray" />
		<item Unit="Lupis" />
		<item Unit="Seawolf" />

		<item Unit="Wasp" />
		<item Unit="Apache" />
	</mutator>
	<mutator Name="Tech 3 Only" Desc="Focus on defense and economy with no fear of being rushed." >
		<item Unit="Humvee" />
		<item Unit="Challenger" />
		<item Unit="Cougar" />
		<item Unit="Archer" />
		<item Unit="Ram" />
		<item Unit="Samum" />
		<item Unit="Newt" />

		<item Unit="Stingray" />
		<item Unit="Lupis" />
		<item Unit="Samum" />
		<item Unit="Newt" />
		<item Unit="Seawolf" />
		<item Unit="Megalodon" />
		<item Unit="Eel" />

		<item Unit="Wasp" />
		<item Unit="Apache" />
		<item Unit="Raptor" />
		<item Unit="Valkyrie" />
		<item Unit="Crane" />
	</mutator>
	<mutator Name="Infantry Only" Desc="Want some foot soldiers battling by the thousands?" >
		<item Unit="Land Factory" />
		<item Unit="Air Factory" />
		<item Unit="Sea Factory" />
		<item Unit="Humvee" />
		<item Unit="Challenger" />
		<item Unit="Stingray" />
		<item Unit="Lupis" />
		<item Unit="Seawolf" />
		<item Unit="Wasp" />
		<item Unit="Apache" />
		<item Unit="Rapture" />
		<item Unit="Dreadnought" />
		<item Unit="Goliath" />
		<item Unit="Titanis" />
		<item Unit="Rapier" />
		<item Unit="Magna Lase" />
		<item Unit="Zubr" />
	</mutator>
</mutators>

<music>
	<track Name="music\1945.ogg" />
	<track Name="music\Battle Music.ogg" />
	<track Name="music\Captured.ogg" />
	<track Name="music\Cold War.ogg" />
	<track Name="music\Fantasy Fight.ogg" />
	<track Name="music\Five Minutes Before the A-Bomb.ogg" />
	<track Name="music\Freedom.ogg" />
	<track Name="music\German Attack.ogg" />
	<track Name="music\Memories of WW 2.ogg" />
	<track Name="music\Stalingrad.ogg" />
	<track Name="music\The Hour of Victory.ogg" />
</music>

<languages>
	<language Name="English" Code="en" Unicode="0" DefaultTeam="0" />
	<language Name="German" Code="de" Unicode="0" DefaultTeam="4" />
	<language Name="French" Code="fr" Unicode="0" DefaultTeam="13" />
	<language Name="Italian" Code="it" Unicode="0" DefaultTeam="8" />
	<language Name="Russian" Code="ru" Unicode="1" DefaultTeam="3" Leading1="0" Kerning1="0" Leading2="-2" Kerning2="2" />
	<language Name="Japanese" Code="ja" Unicode="1" DefaultTeam="5" Leading1="2" Kerning1="2" Leading2="-2" Kerning2="2" />
	<language Name="Chinese" Code="zh-cn" Unicode="1" DefaultTeam="1" Leading1="2" Kerning1="2" Leading2="-2" Kerning2="2" />
	<language Name="Korean" Code="ko" Unicode="1" DefaultTeam="7" Leading1="0" Kerning1="0" Leading2="-2" Kerning2="2" />
	<language Name="Spanish" Code="es" Unicode="0" DefaultTeam="11" />
	<language Name="Portuguese" Code="pt" Unicode="0" DefaultTeam="9" />
</languages>

<help>
	<help Name="Set Group" Desc="To create a group select the units you want in the group and press this button.  To quickly view a group press the group button twice, to clear a group select no units and hold for two seconds." />
	<help Name="Clear Selection" Desc="Deselects the current selection." />
	<help Name="Group" Desc="Selects the units in a group.  To set a group hold the shift button and select a group shortcut, or press the set shortcut 'S' then select a group shortcut." />
	<help Name="View HQ" Desc="Centers the view on your last built headquarters building." />
	<help Name="Tree" Desc="Trees can be destroyed and provide a defensive bonus." />
	<help Name="Water" Desc="You can build bridges over water to cross it with ground units." />
	<help Name="Rock" Desc="Rocks cannot be destroyed." />
	
	<help Name="System Online" Desc="Would you like to activate the tutorial?" />
	<help Name="Launch Initiated" Desc="Do you want to launch your ICBM?" />
	<help Name="Kill Units" Desc="Do you want to kill the selected units?" />
	<!--
	<help Name="" Desc="" />
	-->
</help>

<gametipsall>
	<item Desc="Building mega units requires a specialized mine to be built on a unique resource.  You can see which resource each Mega Unit requires in the unit info pane." />
	<item Desc="If you are building a mega unit and the mine related to it is destroyed, production of the mega unit is halted until the mine is rebuilt." />
	<item Desc="Researching Secret Agents allows you to see each enemies researched technology and detailed enemy stats." />
	<item Desc="You will not be able to see or select enemy units that are not in your visible range." />
	<item Desc="Building an Eagle Eye satellite system will enable full view of all explored areas on the map." />
	<item Desc="Researching Intelligence Service will give you detailed stats on the enemy such as number of units and buildings.  It also gives you exact information on enemy mega unit and nuke construction and deployment." />
	<item Desc="Researching UWB RADAR will display each units name by its radar signature and outline building sizes." />
	<item Desc="When a mega unit is destroyed any unit within its explosion radius is damaged." />
	<item Desc="You can tell a unit is cloaked if it has a purple aura around it.  Units must uncloak for 5 seconds after firing.  The other players cannot see cloaked units in any way." />
	<item Desc="Units have different attack capabilities, some can only attack land, air, or sea units.  Some can attack multiple types of units, the unit info pane displays when hovering over a unit icon and will tell you specifics about each unit." />
	<item Desc="You can see how much total power is used and produced by selecting a power generating unit." />
	<item Desc="You can see how much total storage you have and is used by selecting your headquarters or any storage unit.  When your storage usage is over 90% the credits status will change red." />
	<item Desc="Build the biggest power plant you can afford as bigger plants produce more power per cost." />
	<item Desc="Use the mutator setting to change what units are allowed in the game.  For example ground units only, no defensive units, no ICBMs, etc." />
	<item Desc="Change the Victory Type setting to play different game types such as: Assassination, Arms Race, Team Traitors, All Your Base, and The Mega Project." />
	<item Desc="You can gain additional research points by building a Spec Mine, creating a mega unit, defeating a mega unit, or creating an ICBM." />
	<item Desc="You can target turrets manually by selecting them and clicking on a target." />
	<item Desc="You can change your units color by changing your country in the Settings > Game menu." />
	<item Desc="EMP weapons, such as the Poseidon ICBM, are excellent against aircraft, since they deactivate all electronics for a brief period, all aircraft flying in the EMP zone are destroyed." />
	<item Desc="Units increase in rank as they gain kills.  Higher ranked units are more powerful, see a units rank in the info pane, once a unit reaches rank 5 you will be notified of its progress." />
	<item Desc="If your headquarters is destroyed and you don't have enough ore for another you can salvage already built units and buildings to gain some ore, you must have a storage tank built to store the ore though." />
	<item Desc="You have up to a 2% chance of creating a level 5 elite unit when built, odds are based on the number of technologies you research, the more techs you have the higher your chances." />
	<item Desc="Use your scouts to find 4 ore locations near your HQ.  Each ore deposit contains 300 to 600 units of metal." />
	<item Desc="The Sabatuer does the most damage per cost." />
	<item Desc="You can upgrade Reactors to Critical Reactors which produce a lot of power, but if they are destroyed they wipe out anything near with a big explosion." />
	<item Desc="The Zubr is the only factory which can create the Scout unit." />
</gametipsall>

<gametipsmobile>
	<item Desc="Usually attacks are carried out by multiple units, to help you coordinate this you can group units together so they can be selected by touching a group shortcut.  To set a group simply hold a group button." />
	<item Desc="Some units which you need to build a lot of, allow building several at a time, such as walls and power cells.  To build many at a time simply touch with two fingers." />
	<item Desc="To build several units at several factories, select multiple factories by double touching one of them, and then touch a unit icon in the command area, a unit will be queued in each factory selected." />
	<item Desc="To select all of your offensive units touch the population number.  Now press Info and you will see a list of all unit types, you can touch in the list to further refine your selection." />
	<item Desc="When new units are created their default order is Attack.  To change a units orders select the unit and then touch Orders button.  You will see a list of orders you can touch and hold on to see descriptions of each one." />
	<item Desc="A rally point is where new units are sent immediately after they are created.  When a factory is selected the rally point will display as a small white cross.  To change the rally point select a factory and touch the Set Rally button, the next touch on the terrain will be the new rally point." />
	<item Desc="You can accelerate the build time of a unit or building by selecting it and pressing the Build Fast button.  Accelerating the build costs you double.  Researching technologies cannot be accelerated." />
	<item Desc="You can listen to your iPod music while playing the game, to quickly access the iPod music controls quickly press the Home button twice." />
	<item Desc="You can continue the game after victory or defeat by unpausing it with the pause button." />
</gametipsmobile>

<gametipspc>
	<item Desc="Unit orders are:  Hold - Don't move or return fire even if attacked.  Defend - Don't move but do return fire.  Attack - Return fire and automatically move and attack enemy units within view.  Engage - If a new target is found while moving cancel the move orders and attack the new target.  Patrol - Continuously move between the current location and the next location given, attack any new target in range.  Scout - Travel to unseen locations." />
	<item Desc="Usually attacks are carried out by multiple units, to help you coordinate this you can group units together so they can be selected by clicking a group shortcut.  Using the keyboard you can set 10 groups using the keys 0-9, to set a group use Shift 0-9, and to recall a group press 0-9." />
	<item Desc="Some units which you need to build a lot of, allow building several at a time, such as walls and power cells.  To build many at a time, click the unit icon, then in the game play area click and drag which will create a line of units." />
	<item Desc="To build several units at one factory, hold Shift and click the unit icon, this will queue 5 units at once.  To build several units at several factories, select the factories by double clicking one of them, then click a unit icon in the command area, a unit will be queued in each factory selected.  You can also dequeue units by right-clicking an icon." />
	<item Desc="To select all units of the same type on the screen double click any unit, you can also add to, and remove from the selection using keys, see the customize controls screen." />
	<item Desc="To select all offensive units press T.  To select all ground units press Y.  To select all airborne units press U.  To select all sea units press I." />
	<item Desc="When new units are created their default order is Attack.  To change a units standing orders select the unit, then click on the order icons in the command area, or press the O key to toggle through them.  If you change multiple units orders at once, all units will be set to the new orders given to the first unit in the selection." />
	<item Desc="A rally point is where new units are sent immediately after they are created.  When a factory is selected the rally point will display as a small white cross.  To change the rally point hold Shift and click where you want to set the rally point when you have a building selected." />
	<item Desc="Most of the controls in the game can be issued via the keyboard.  These are customizable in the games settings." />
	<item Desc="You can accelerate the build time of a unit or building by selecting it and pressing the A key.  Accelerating the build costs you double.  Researching technologies cannot be accelerated." />
	<item Desc="To quickly create another structure of the same type as you previously created, press the D key." />
	<item Desc="The group status window shows the state of all of your groups.  You can select a group by clicking in the window.  Small icons next to the health bar show if the group is moving or attacking." />
	<item Desc="You can change the current music track during gameplay by pressing ESC and selecting Settings > Music Track." />
	<item Desc="To quickly send units to a location you can right click in the mini map.  You can also right click in the mini map to select units or place buildings." />
	<item Desc="You can hold Shift while scrolling the map with the cursor or arrow keys to scroll faster." />
	<item Desc="Use the F1-F6 keys to set bookmarks to view specific locaitons on the map quickly." />
	<item Desc="The game support 2 methods of right click scrolling, one you drag to move the view directly, the other you can drag farther to scroll faster.  The setting is under SETTINGS > CONTROLS and called MOUSE3 SCROLL." />
	<item Desc="This game supports using the LEFT or RIGHT mouse button to move units.  Left clicking is easier if your mouse or trackpad only has one button.  Right clicking is how some other RTS games work so it may be more intuitive for you.  You can easily change this setting at any time (under SETTINGS then change the RIGHT CLICK setting)." />
	<item Desc="You can continue the game after victory or defeat by unpausing it with the 'P' key." />
</gametipspc>
