//-----------------------------------------------------------------------------
//RULES FILE
//
//This example is to demonstrate the building and unit hierarchies, and how
//the Group type stops icon duplication.
//
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
//GENERAL SECTION
//-----------------------------------------------------------------------------


[General]
Version = 1.23
SpiceValue = 200
FogRegrowRate = 10
RepairRate = 12				//health increase every 10 ticks buildings
RearmRate = 50				//rearmrate for the orni's	
StarportCostUpdateDelay = 1500	//only update every n ticks
StarportCostVariationPercent = 40	//percentage cost variation +-
StarportStockIncreaseProb = 90	//percent chance of stock increase
StarportStockIncreaseDelay = 1000	//only update every n ticks
StarportMaxDeliverySingle = 6
FrigateCountdown = 2500			//time for frigate to arrive

HarvReplacementDelay = 1000	// ticks before harvester gets replaced

HawkStrikeDuration = 500      //How long does AT hawkstrike affect a unit?
LightningDuration = 300		//How long does OR lightning affect a unit?
DeviateDuration = 400			// How long does the deviator effect last?

SoundStealthOn = StealthOn		// Sfx hooks used for special fx.
SoundStealthOff = StealthOff
SoundShieldOn = ShieldOn
SoundShieldOff = ShieldOff
SoundRadarOn = RadarOn
SoundRadarOff = RadarOff

AdvCarryallPickupEnemyDelay=60	//make adv carryall more vunerable
StealthDelay=30				//delay when stop moving before stealth
StealthDelayAfterFiring=10		//delay after firing before stealth
GuardTileRange=12				//guard tile range all units,20 was too big 
MinWormRideWaitDelay=100		//min time to start wormride
MaxWormRideWaitDelay=2000		//max time to start wormride
FrigateTimeout=1000			//delay before giving up
RepairTileRange=10			//repair unit range
WormRiderLifespan=1000			//how long wormride lasts
MaxBuildingPlacementTileDist=6	//placement of buildings
MinCarryTileDist=10			//carryall pickup harv

BulletGravity = 1.0			// Old value was 0.3

SuppressionDelay = 200			//how long inf stays suppressed
SuppressionProb = 5			//1 in n chance when damaged to suppress
InfRockRangeBonus = 2			// Inf has 3 tiles extra range on inf rock
HeightRangeBonus = 1			// 1 Tile for each height level
InfDamageRangeBonus = 50		// Inf does 50% more damage on inf rock

						//WORMS :
MaximumSurfaceWorms = 1			//Max on map at one time
ChanceOfSurfaceWorm = 6000		//Chance each tick of a surface worm
ChanceOfVerticalWorm = 5000		//Chance each tick of a vertical worm
SurfaceWormMinLife = 600		//Random lifetime of worm will lie between...
SurfaceWormMaxLife = 1000		//..the min and max values
SurfaceWormDisappearHealth = 25	//Percentage health where by it goes away
MinimumTicksWormCanAppear = 1000	//Delay before a worm is possible
WormAttractionRadius = 32		//Tile attraction radius  

						// REINFORCEMENTS / RESERVES / INITIAL
UnitValueAttacker = 20			// Value of initial attackers units
UnitValueDefender = 5			// Value of initial defenders units
UnitValueReserves = 20			// Value of reserves
UnitValueInitialReinforcements = 20 // Value of first set of reinforcements
UnitValueSubsequentReinforcements = 10	// Subsequent reinforcements
TicksBetweenReinforcements = 6600	// Delay between (6600=5.5 minutes)
TicksBetweenReinforcementsVariation = 600 // Random applied to delay
TicksBeforeReinforcementsForMessage = 100 // Ticks before for screen message

StormKillChance = 127 //63 	//the chance it will pick a unit up
StormMinWait = 7500 	// around 3 minute min wait
StormMaxWait = 1500	// a random amount of this plus min will be max
StormMaxLife = 2500	// 2 mins Max time a storm will be on the map
StormMinLife = 2000	//Min time a storm will be on the map

DeviateDuration = 500

CashDeliveryWhenNoSpiceAmountMax = 20000
CashDeliveryWhenNoSpiceAmountMin = 10000
CashDeliveryWhenNoSpiceFrequencyMax = 8000
CashDeliveryWhenNoSpiceFrequencyMin = 4000

CampaignAttackMoney = 5000
CampaignDefendMoney = 2500

ReplicaShouldFire = TRUE
ReplicaFlickerChanceWhenMoving = 0
ReplicaFlickerChanceWhenStill = 0
ReplicaProjectionTime = 20
ReplicaVanishTime = 5

// Difficulty settings (all percentages)
EasyBuildTime = 75
NormalBuildTime = 100
HardBuildTime = 125


EasyBuildCost = 50 //for the AI when the player selects HARD
NormalBuildCost = 100 //AI gets a price decrease so it gives a better fight
HardBuildCost = 125 //for the AI when the AI selects EASY

//-----------------------------------------------------------------------------
//DECLARATION SECTION
//-----------------------------------------------------------------------------


[HouseTypes]
Atreides
Ordos
Harkonnen
Ix
Tleilaxu
Fremen
Imperial		//same as Sardaukar
Guild
Incidental		//these are the story characters 				
				
[TerrainTypes]
Sand			//do in same order as hardcoded
Rock			//in the editor
Cliff
NBRock		//non-buildable rock (but can drive on it)
InfRock
DustBowl
MapEdge
Ramp

[ArmourTypes]
None
BPV
Light
Medium
Heavy
Concrete
Walls
Building
CY
Harvester
Invulnerable
Aircraft

[ExplosionTypes]
Muzzle1
Muzzle2
Muzzle3
ShellHit
MissileHit
DevMuzzle
Gplasglow
Smuzz2
Explosion
SmExplosion
Mghit
DeviateHit
BigExplosion
DHBigExplosion
MidExplosion
SniperHit
Sonicmuzzle
Ltmuzzle
SpiceBurst
BloodSplat
InkVineExplosion
AerialExplosion
DevImpact
ORLightning			//fx for beam weapon
ORPalaceLightning		//fx for beam weapon
ATHawk			//fx for hawk weapon
ATPalaceBeam		//fx for hawk weapon
CashCrate			//crate fx
ShroudCrate			//crate fx
UnShroudCrate		//crate fx
StealthCrate		//crate fx

LargeChaosFX
LargeDamageFX
LargeSparkFX
MediumChaosFX
MediumDamageFX
MediumSparkFX
SmallChaosFX
SmallDamageFX
SmallSparkFX

BloodFX
WormSign0 
WormSign1
WormSign2
WormSign3
[SpiceMoundTypes]
SpiceMound

[SplatTypes]
InkVineSplat
[CrateTypes]
Crate

[DebrisTypes]
DebrisLarge
DebrisMedium
DebrisSmall

 [BulletTypes]
ConceptualBullet
StraightBomb
HomingMissile
SaboteurBomb
BarrelBomb
DeathHandBomb
CheatKeyBomb
Pistol_B
LMG_B
MMG_B
LAW_B
Rocket_B
HMG_B
Cal50_B
mm80_B
Kindjal_B
Flame_B
FlameTank_B
FlameTurret_B
Gas_B
GasInf_B
Detonate_B
Howitzer_B
KobraHowitzer_B
Mortar_B
HEAT_B
HEATAPC_B
HEATInf_B
HEATADP_B
ATHEATADP_B
Laser_B
PopUp_B
SAW_B
Stab_B
IxStab_B
Deviate_B
DevPlasma_B
DevRocket_B
Sound_B
SoundInf_B
Strike_B
Beam_B
Death_B
Flare_B
Gplasbolt
HKGunTurret_B
SpicePuff
Leech_B
Contaminator_B
InkVine_B
InkVinePoison_B
InkVineFlame_B
EITSBomb_B
Worm_B
Beserk_B
Hawk_B
SurfaceWorm_B
TrailMissile_B
NiabBullet_B
MakerBullet_B

[WarheadTypes]
AntiPersonnel
AntiTank


Pistol_W
LMG_W
HMG_W
50.cal_W
80mmGun_W
Flame_W
Poison_W
Gas_W
Detonate_W
Howitzer_W
BarrelBomb_W
HEAT_W
ANTIAIR_W
HEATAIR_W
HEATINF_W
Laser_W
Stab_W
Deviate_W
DevPlasma_W
DevRocket_W
Sound_W
Strike_W
Beam_W
Death_W
Flare_W
//NiabTank Thingy_W

PopUp_W





[BuildingGroupTypes]		//stop duplicate icons
SmWindtrap
Wall
LaWindtrap
Outpost
Refinery
RefineryDock
Starport
Helipad


[BuildingTypes]

HKSmWindtrap
HKBarracks
HKWall
HKRefinery
HKFactory
HKFactoryFrigate
HKOutpost			//group	icons
HKFlameTurret
HKGunTurret
HKHanger
HKHelipad
HKStarport
HKPalace

//HKSmelter			//Mutually exclusive
HKConYard
//HKLaWindtrap		//Mutually exclusive

ATSmWindtrap
ATBarracks
ATWall
ATRefinery
ATFactory
ATFactoryFrigate
ATOutpost			//group	icons
ATPillbox
ATRocketTurret
ATHanger
ATHelipad
ATStarport
ATPalace

//ATSmelter			//Mutually exclusive
ATConYard
//ATLaWindtrap		//Mutually exclusive

ORSmWindtrap
ORBarracks
ORWall
ORRefinery
ORFactory
ORFactoryFrigate
OROutpost			//group	icons
ORGasTurret
ORPopUpTurret
ORHanger
ORStarport
ORPalace

//ORSmelter			//Mutually exclusive
ORConYard
//ORLaWindtrap		//Mutually exclusive

TLFleshVat

GUPalace

IXResCentre

IMBarracks

FRCamp

HKRefineryDock
ATRefineryDock
ORRefineryDock

BeaconFlare

//TLDoom

INHouse
INMartHouse
INMartHouse2
INPalace
INStore
INStore2
INWorkshop

AKINhungfigure
AKINhungfigure2
AKINhungfigure3
AKINhungfigure4

CNINATTree
CNINATTree2
CNINATTree3
CNINATTree4

HKINTrafford
HKINTYower
HKINTwafford
HKINStepHouse
HKINRockHouse
HKINPyramid
HKINMossPalace
HKINHut
HKINHexhouse
HKINHammock
HKINApartments
HKINTennament
HKINTennament2
HKINTownhall
HKINSultan
HKINHouse
HKINHouse2
HKINHouse3
HKINHouse5
HKINGiediRef

ORINBubbleHouse
ORINIndi
ORINOuthouse
ORINSnakehouse
ORINTower
ORINTower2
ORINTownhall
ORINhall

ATINSultan
ATINBrancastle
ATINEagleHouse
ATINStPauls
ATINHouse2
ATINHouse3
ATINHouse4

HLINLighGate
HLINMhut
HLINMHut2
HLINOxygen
HLINElectricVent

GPSFXLavasmoke
GPSFXLavasmokeNL 
GPSFXGreensmoke
GPSFXGreensmokeNL

GUWormhead
GURefinery
GUbubble
GUpyramid
Guglasstank

INIXTower
INIXTower2
INIXDome
INFRCampFire
INFRTent
INFRTent2
INGUCyclopseHouse
INGUJackelHouse
INIMShed
INIMShed2
INTLWindtrap
IXRefinery
IXWindtrap
IXWall


INBarrel1
INBarrel2
INCrash
TLINGreenhouse

IMMonument
SMStarport



[UnitGroupTypes]

FromBarracks
FromFactory
FromHanger
FromFRCamp
FromIMBarracks
FromTLFleshVat
FromIXResCentre
FromGUPalace
FromATPalace
FromORPalace
FromHKPalace



[UnitTypes]

//Generic Infantry
//Scout				//all houses
//Thumper				//all houses


//HK Infantry
HKScout			//HK house only
HKLightInf			//HK house only
HKTrooper			//HK house only
HKEngineer			//HK house only
HKFlamer			//HK house only


//AT Infantry
ATScout			//AT house only
ATInfantry			//AT house only
ATSniper				//AT house only
ATEngineer			//AT house only
ATKindjal			//AT house only

//OR Infantry
ORScout				//OR house only
ORChemical			//OR house only
ORAATrooper			//OR house only
OREngineer			//AT house only
ORMortar				//OR house only
ORSaboteur			//OR house only

//Story Generals
IMGeneral
ATGeneral
HKGeneral
ORGeneral
IXScientist
TLScientist
IXSlave
CubScout
ATMilitia




//HK Vehicles
HKBuzzsaw				//HK house only
HKAssault				//HK house only
HKFlame				//HK house only
HKInkVine				//HK house only
HKMissile				//HK house only
HKDevastator			//HK house only

//AT Vehicles
ATTrike				//AT house only
ATMongoose				//AT house only
ATAPC					//AT house only
ATRepairUnit			//AT house only
ATMinotaurus			//AT house only
ATSonicTank			//AT house only


//OR Vehicles
ORDustScout			//OR house only
ORLaserTank			//OR house only
ORAPC				//OR house only
ORKobra			//OR house only
ORDeviator			//OR house only


//HK Vehicles
HKGunship				//HK house only
HKADVCarryall
HKDeathHand			//HK house only
HKADP

//AT Vehicles
ATOrni				//AT house only
ATADVCarryall
ATHawkWeapon			//AT house only
ATADP

//OR Vehicles
OREITS			//OR house only
ORADVCarryall
ORBeamWeapon			//OR house only
ORADP

//Generic Vehicles
Harvester				//all houses
MCV					//all houses
Carryall				//all houses
//Scavenger				//all houses


//Subhouse Units

IXInfiltrator		//IX house only
IXProjector			//IX house only

TLContaminator		//TL house only
TLLeech			//TL house only

IMSardaukar			//IM house only
IMADVSardaukar		//IM house only

IMDropShip			//IM house only

FRFremen			//FR house only
FRADVFremen			//FR house only

StoryFRFremen			//FR house only
StoryFRADVFremen			//FR house only

WormRider

GUMaker			//GU house only
GUNIABTank			//GU house only


INYak
INYakHauder
INYakRider
INSandCrawler
INBuggy
INMedicalVehicle
INFemaleCiv
INMaleCiv
INTLTransport
INIXTransport
INTLWalker
INFRBiker
GUWormCatcher
SMQuad
FakeHarvester

SmallWorm
SurfaceWorm
Frigate
BigWorm
StuntATADVCarryall

[TurretTypes]

//GHarvesterLight

ORMortarInfGun
ORMortarInfBigGun
ORChemicalGun
ORAATrooperGun
ORLaserTankBase
ORAPCBase
ORDeviatorGun
ORDustGun
ORKobraUndeployedGun
ORKobraDeployedGun
ORPopUpGun
ORGasTurretBase
ORGasTurretGun

HKLightInfantryGun
HKFlamerGun
HKTrooperGun
HKFlameTowerBase
HKDevastatorGun
HKDevastatorMissile
HKFlameTankRight
HKFlameTankLeft
HKBuzzsawRight
HKBuzzsawLeft
HKAssaultTankBase
HKMissileTankBarrage
HKGunshipGun
HKGunTurretBase
HKGunTurretGun
HKADPGun
HKEngineerGun
HKInkVineGun

ATKindjalGun
ATKindjalBigGun
ATInfGun
ATSniperGun
ATTrikeGun
ATSonicTankGun
ATMongooseMissile
//ATMongooseLight
//ATMinotaurusLight
ATAPCBase
ATAPCGun
ATMinotaurusGun
ATOrnithopterGun
ATADPGun
ATPillboxGun
ATRocketTurretBase
ATRocketTurretGun

TLLeechGun
TLContaminatorGun

IXProjectorTurretBase
IXProjectorTurretGun

IMADVSardaukarGun
IMSardaukarGun
IMADVSardaukarKnife
IXSlaveKnife

FRFremenGun
FRADVFremenGun

GUNIABTankGun
GUMakerGun

WormRiderGun
SurfaceWormGun

//*IMPORTANT*New stuff needs added below here so that save games are preserved
[BuildingTypes]
BirdBuilding

[UnitTypes]
StormUnit

[BuildingTypes]
TLTurret

[BulletTypes]
TLTurret_B

[TurretTypes]
TLTurretBase
TLTurretGun

[ArmourTypes]
Earplugs

[BulletTypes]
BombBomb
[BuildingTypes]
Seaguls
Whale
PenguinRock

[BulletTypes]
InfiltratorDeath
SabotuerDeath
CrushedInfantry

[WarheadTypes]
ArmourOnly_W

[BuildingTypes]
Ship

[UnitTypes]
StuntFrigate

[BuildingTypes]
GPINSpotlight
	
[TurretTypes]
SpotlightBase
SpotlightGun

[BuildingTypes]
INBuggyWreck
INHarvesterWreck
INMedicalWreck
INSandCrawlerWreck

[UnitTypes]
TLINFlyer
GUNIAP

[TurretTypes]
GUNIAPGun

[BulletTypes]
GuildRocket_B

[UnitTypes]
GUAdvisor
IMAPC
IMTANK

[BuildingTypes]
GUMegaCannon
IXMegaCannon

[BulletTypes]
IXPlasma_B
GUPlasma_B

[ExplosionTypes]
IXPlasmaFlash

[TurretTypes]
IXMegaTurretBase
IXMegaTurretGun

GUMegaTurretBase
GUMegaTurretGun

[ExplosionTypes]
GUPlasmaFlash

[UnitTypes]
GUScavenger

[BulletTypes]
HKADP_B

[BuildingTypes]
AKINSilo
AKINDrKynes
AKINNoddingDonkey

[CrateTypes]
LeechCrate
ContaminatorCrate
InfiltratorCrate
ProjectorCrate
NiabCrate
ADVSardaukarCrate
SardaukarCrate
MoneyCrate

[BuildingTypes]
IXTransport
TLTransport

[BulletTypes]
InfLaser_B
Gunship_B

[TurretTypes]
ATMinotaurusBase

[ExplosionTypes]
LargeHawkFX
MediumHawkFX
SmallHawkFX
LaserHit
[SplatTypes]
DeathHandSplat

[BulletTypes]
DeathHandSplat_B

[WarheadTypes]
DeathHandSplat_W

[ExplosionTypes]
VetLevelFX

[UnitTypes]
DukeAchillus

//-----------------------------------------------------------------------------
//ATTRIBUTE SECTION
//-----------------------------------------------------------------------------

//---------------------
//House Attributes
//---------------------

[Atreides]
SoundFile = AT.txt

[Ordos]
SoundFile = OR.txt

[Harkonnen]
SoundFile = HK.txt

[Tleilaxu]
SubHouse = TRUE

[Ix]
SubHouse = TRUE

[Fremen]
SubHouse = TRUE

[Guild]
SubHouse = TRUE

[Imperial]
SubHouse = TRUE

[Incidental]
Subhouse = TRUE

// SpiceMound Attributes
[SpiceMound]
Health = 100			// Health of spice mound
Size = 1000				// Min. Duration in ticks before mound bursts
Cost = 500				// Randomness added to mound lifespan
BlastRadius = 6			// Radius of spice bloom patch (in tiles)
SpiceCapacity = 50000		// Amount of spice a full mound holds
ExplosionType = SpiceBurst	// Burst explosion
Resource  = SpicePuff		// Bullet used for spice appearance
BuildTime = 6			// Delay before spice appears after a burst
MinRange = 200			// Minimum delay before mound starts regrowing
MaxRange = 2000			// Maximum delay before mound starts regrowing

//---------------------
//Warhead Attributes
//---------------------


[AntiTank]
None = 100
Earplugs = 100
Light = 40
Heavy = 20

[ArmourOnly_W] //when infantry are crushed
None = 0
Earplugs = 0
BPV = 0
Light = 100
Medium = 100
Heavy = 100
Concrete = 0
Walls = 0
Building = 0 
CY = 0
Harvester = 100
Invulnerable = 0
Aircraft = 0



[Pistol_W]
None = 50
Earplugs = 50
BPV = 40
Light = 35
Medium = 25
Heavy = 15
Concrete = 100
Walls = 15
Building = 15 
CY = 15
Harvester = 15
Invulnerable = 0
Aircraft = 35



[LMG_W]
None = 100
Earplugs = 100
BPV = 70
Light = 70
Medium = 50
Heavy = 40
Concrete = 100
Walls = 20
Building = 5  //was 20 
CY = 5  //was 15
Harvester = 5  //was 25
Invulnerable = 0
Aircraft = 45

 



[HMG_W]
None = 100
Earplugs = 100
BPV = 85
Light = 45
Medium = 35
Heavy = 20
Concrete = 100
Walls = 30
Building = 30
CY = 25
Harvester = 35
Invulnerable = 0
Aircraft = 35



[50.cal_W]
None = 100
Earplugs = 100
BPV = 80
Light = 8
Medium = 5
Heavy = 2
Concrete = 60
Walls = 1
Building = 3
CY = 1
Harvester = 2
Invulnerable = 0
Aircraft = 8

[80mmGun_W]
None = 10
Earplugs = 10
BPV = 5
Light = 100
Medium = 90
Heavy = 85
Concrete = 100
Walls = 50
Building = 50
CY = 25
Harvester = 30
Invulnerable = 0
Aircraft = 60

[Flame_W]
None = 100
Earplugs = 100
BPV = 80
Light = 20
Medium = 15
Heavy = 3
Concrete = 100
Walls = 20
Building = 15
CY = 10
Harvester = 5
Invulnerable = 0
Aircraft = 60


[Poison_W] //Inkvine poisoning effect infantry only
None = 100
Earplugs = 100
BPV = 80
Light = 0
Medium = 0
Heavy = 0
Concrete = 0
Walls = 0
Building = 0
CY = 0
Harvester = 0
Invulnerable = 0
Aircraft = 0

[DeathHandSplat_W]	// Radioactive fallout from death hand
None = 100
Earplugs = 100
BPV = 80
Light = 50
Medium = 50
Heavy = 50
Concrete = 10   //50
Walls = 10	//50
Building = 10  //50
CY = 10  //80
Harvester = 50
Invulnerable = 0
Aircraft = 50

[Gas_W]
None = 100
Earplugs = 100
BPV = 80
Light = 50
Medium = 60
Heavy = 70
Concrete = 100
Walls = 30
Building = 30
CY = 25
Harvester = 30
Invulnerable = 0
Aircraft = 60



[Detonate_W]
None = 100
Earplugs = 100
BPV = 75
Light = 70
Medium = 50
Heavy = 30
Concrete = 100
Walls = 50
Building = 100
CY = 25
Harvester = 30
Invulnerable = 0
Aircraft = 40


[Howitzer_W]
None = 100
Earplugs = 100
BPV = 80
Light = 70
Medium = 50
Heavy = 30
Concrete = 60
Walls = 50
Building = 70
CY = 25
Harvester = 30
Invulnerable = 0
Aircraft = 40

[BarrelBomb_W]
None = 100
Earplugs = 100
BPV = 100
Light = 100
Medium =100
Heavy = 100
Concrete = 100
Walls = 100
Building = 100
CY = 100
Harvester = 100
Invulnerable = 0
Aircraft = 100




[HEAT_W]
None = 20
Earplugs = 20
BPV = 10
Light = 65
Medium = 90
Heavy = 100
Concrete = 100
Walls = 75
Building = 60
CY = 30
Harvester = 50
Invulnerable = 0
Aircraft = 85

[ANTIAIR_W]
None = 30
Earplugs = 20
BPV = 15
Light = 65
Medium = 70
Heavy = 80
Concrete = 100
Walls = 75
Building = 15
CY = 15
Harvester = 20
Invulnerable = 0
Aircraft = 100


[HEATAIR_W]
None = 20
Earplugs = 20
BPV = 10
Light = 60
Medium = 70
Heavy = 75
Concrete = 100
Walls = 75
Building = 70
CY = 30
Harvester = 50
Invulnerable = 0
Aircraft = 100	
[HEATINF_W]
None = 10
Earplugs = 10
BPV = 5
Light = 65
Medium = 90
Heavy = 100
Concrete = 100
Walls = 75
Building = 60
CY = 30
Harvester = 50
Invulnerable = 0
Aircraft = 85



[Laser_W]
None = 10
Earplugs = 10
BPV = 10
Light = 65
Medium = 90
Heavy = 100
Concrete = 100
Walls = 75
Building = 40
CY = 25
Harvester = 50
Invulnerable = 0
Aircraft = 65

[PopUp_W]
None = 8
Earplugs = 8
BPV = 5
Light = 65
Medium = 90
Heavy = 100
Concrete = 100
Walls = 75
Building = 40
CY = 25
Harvester = 50
Invulnerable = 0
Aircraft = 65



[Stab_W]
None = 100
Earplugs = 100
BPV = 90
Light = 5
Medium = 5 
Heavy = 5
Concrete = 5
Walls = 5
Building = 5
CY = 5
Harvester = 5
Invulnerable = 0
Aircraft = 40



[Deviate_W]
None = 20
Earplugs = 20
BPV = 10
Light = 20
Medium = 20 
Heavy = 20
Concrete = 100
Walls = 20
Building = 20
CY = 10
Harvester = 20
Invulnerable = 0
Aircraft = 20


[DevPlasma_W]
None = 40
Earplugs = 40
BPV = 25
Light = 60
Medium = 100 
Heavy = 100
Concrete = 100
Walls = 100
Building = 75
CY = 40
Harvester = 100
Invulnerable = 0
Aircraft = 60

[DevRocket_W]
None = 10
Earplugs = 10
BPV = 8
Light = 50
Medium = 80 
Heavy = 100
Concrete = 100
Walls = 70
Building = 40
CY = 20
Harvester = 50
Invulnerable = 0
Aircraft = 80


[Sound_W]
None = 100
Earplugs = 2
BPV = 80
Light = 80
Medium = 80 
Heavy = 80
Concrete = 100
Walls = 50
Building = 10 // was 20
CY = 20
Harvester = 20 // was 70
Invulnerable = 0
Aircraft = 100


[Strike_W]
None = 90
Earplugs = 90
BPV = 75
Light = 60
Medium = 60 
Heavy = 60
Concrete = 100
Walls = 50
Building = 75
CY = 25
Harvester = 60
Invulnerable = 0
Aircraft = 60

[Beam_W]
None = 90
Earplugs = 90
BPV = 75
Light = 60
Medium = 60 
Heavy = 60
Concrete = 100
Walls = 50
Building = 75
CY = 25
Harvester = 60
Invulnerable = 0
Aircraft = 60



[Death_W]
None = 90
Earplugs = 90
BPV = 75
Light = 60
Medium = 60 
Heavy = 60
Concrete = 100
Walls = 50
Building = 75
CY = 65  //was 25
Harvester = 60
Invulnerable = 0
Aircraft = 60



//Flare_W
//NiabTank Thingy_W




//---------------------
// Bullet Attributes
//---------------------

[ConceptualBullet]//used for reference
Speed = -1 // Conceptual (was 16)
MaxRange = 9
Debris = DebrisSmall
Damage = 500
Warhead = HEAT_W
Shot = TRUE			//infantry death anim

[NiabBullet_B]
Speed = -1 // Conceptual (was 16)
MaxRange = 9
Debris = DebrisSmall
Damage = 1250
Warhead = HEAT_W
Shot = TRUE			//infantry death anim

[MakerBullet_B]
Speed = -1 // Conceptual (was 16)
MaxRange = 9
Debris = DebrisSmall
Damage = 600
Warhead = Howitzer_W
Shot = TRUE			//infantry death anim
ReduceDamageWithDistance = False
BlastRadius = 96 //Tile is equal to 32



[SaboteurBomb]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 3000
ExplosionType = Explosion
Warhead = Howitzer_W
BlastRadius = 96 //Tile is equal to 32
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False

[BarrelBomb]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 5000
ExplosionType = Explosion
Warhead = BarrelBomb_W
BlastRadius = 128 //Tile is equal to 32
BlowUp = TRUE		//infantry death anim


[DeathHandBomb]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 5000
ExplosionType = DHBigExplosion
Warhead = Death_W
BlastRadius = 96 //Tile is equal to 32
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False

[InfiltratorDeath]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 1500
ExplosionType = Explosion
Warhead = Howitzer_W
BlastRadius = 96 //Tile is equal to 32
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False

[SabotuerDeath]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 1500
ExplosionType = Explosion
Warhead = Howitzer_W
BlastRadius = 32 //Tile is equal to 32
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False


[CrushedInfantry]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 330
//ExplosionType = Explosion not needed as attached to the model
Warhead = ArmourOnly_W
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False
BlastRadius = 32 //Tile is equal to 32
DamageFriendly = False




[BombBomb]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 5000
ExplosionType = DHBigExplosion
Warhead = Death_W
BlastRadius = 320 //Tile is equal to 32
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False



[CheatKeyBomb]
MaxRange = 0			//blow up immediatiely
Debris = DebrisSmall
Damage = 200
ExplosionType = MissileHit
BlastRadius = 32 //Tile is equal to 32
BlowUp = TRUE		//infantry death anim

[StraightBomb]
MaxRange = 9
Speed = 24//12.0
ExplosionType = ShellHit
Debris = DebrisMedium
Damage = 400
Warhead = HEAT_W
BlowUp = TRUE		//infantry death anim

[Sound_B]
Continuous = TRUE
MaxRange = 10
Speed = 20//10.0
Debris = DebrisMedium
Damage = 900 //600 //Low value because it does continuos damage
Warhead = sound_W
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50

[SoundInf_B]
Continuous = TRUE
MaxRange = 5
Speed = 20//10.0
Debris = DebrisMedium
Damage = 238 //Low value because it does continuos damage
Warhead = sound_W
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50


[HomingMissile]//not used
Homing = true
MaxRange = 9
Speed = 28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 480
Warhead = Antitank
BlowUp = TRUE		//infantry death anim

[Flame_B]
Continuous = TRUE
Speed = 32//16
MaxRange = 4
Debris = DebrisSmall
Damage = 250
Warhead = Flame_W
Burnt = TRUE		//infantry death anim
BlastRadius = 32
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50


[FlameTank_B]
Continuous = TRUE
Speed = 32//16
MaxRange = 4
Debris = DebrisSmall
Damage = 125
Warhead = Flame_W
Burnt = TRUE		//infantry death anim
BlastRadius = 32
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50

[FlameTurret_B]
Continuous = TRUE
Speed = 32//16
MaxRange = 8
Debris = DebrisSmall
Damage = 500
Warhead = Flame_W
Burnt = TRUE		//infantry death anim
BlastRadius = 32
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50




[Gas_B]
Trajectory = true
MaxRange = 14
ExplosionType = DeviateHit
Debris = DebrisSmall
Damage = 500
Warhead = Flame_W
Gassed = TRUE		//infantry death anim
BlastRadius = 96
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50

[IXPlasma_B]
Trajectory = true
MaxRange = 255
//ExplosionType = DeviateHit
Debris = DebrisSmall
Damage = 3000
Warhead = Flame_W
BlowUp = TRUE
BlastRadius = 160
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50

[GUPlasma_B]
Trajectory = true
MaxRange = 255
//ExplosionType = DeviateHit
Debris = DebrisSmall
Damage = 3000
Warhead = Flame_W
BlowUp = TRUE
BlastRadius = 160
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50



[GasInf_B]
Continuous = TRUE
Speed = 32//16
MaxRange = 3
Debris = DebrisSmall
Damage = 250
Warhead = Flame_W
Gassed = TRUE
ReduceDamageWithDistance = False
FriendlyDamageAmount = 50
LingerDuration = 50
LingerDamage = 10

[Laser_B]
MissileTrail=4
MissileTrailSize=1
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=6
MissileTrailLength = 7
MissileTrailDelta = 0.8
MaxRange = 10  //was 9
Speed = -1 // Conceptual
//Speed = 28//14.0
ExplosionType = ShellHit
Debris = DebrisSmall
Damage = 400
Warhead = Laser_W
BlowUp = TRUE		//infantry death anim
IsLaser = TRUE

[InfLaser_B]
MissileTrail=4
MissileTrailSize=1
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=6
MissileTrailLength = 7
MissileTrailDelta = 0.8
MaxRange = 10
Speed = -1 // Conceptual
//Speed = 28//14.0
ExplosionType = ShellHit
Debris = DebrisSmall
Damage = 300
Warhead = Laser_W
BlowUp = TRUE		//infantry death anim
IsLaser = TRUE
AntiAircraft = true


[PopUp_B]
MaxRange = 9
Speed = -1 // now conceptual 20//10.0
ExplosionType = ShellHit
Debris = DebrisSmall
Damage = 550
Warhead = PopUp_W
Shot = TRUE		//infantry death anim

[HEAT_B]
MaxRange = 10
Homing = true
Speed = 28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 425
AntiAircraft = true
Warhead = HEAT_W
BlowUp = TRUE		//infantry death anim
MissileTrail=0
MissileTrailSize=1
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=6
MissileTrailLength = 7
MissileTrailDelta = 0.8


[Rocket_B]
MaxRange = 12
Homing = true
Speed = 28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 250
AntiAircraft = true
Warhead = HEAT_W
BlowUp = TRUE		//infantry death anim
MissileTrail=0
MissileTrailSize=1
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=6
MissileTrailLength = 7
MissileTrailDelta = 0.8


[HEATAPC_B]
MaxRange = 10
Homing = true
Speed = 28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 200
Warhead = HEAT_W
AntiAircraft = true
BlowUp = TRUE		//infantry death anim
MissileTrail=3
MissileTrailSize=1
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=6
MissileTrailLength = 7
MissileTrailDelta = 0.8



[HEATInf_B]
MaxRange = 8
Homing = true
AntiAircraft = true			//!!!
Speed = 20//10.0					//was 14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 375
Warhead = HEATINF_W
BlowUp = TRUE		//infantry death anim
MissileTrail=0
MissileTrailSize=1
MissileTrailWiggleFreq = 100
MissileTrailWiggleScale=8
MissileTrailLength = 6
MissileTrailDelta = 0.5


[ATHEATADP_B]
MaxRange = 15
Homing = true
HomingDelay = 10		// ticks till it starts turning
Speed = 20.0   //was 14.0 //14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 800
AntiAircraft = true
AntiGround = false
Warhead = HEATAIR_W
BlowUp = TRUE		//infantry death anim
MissileTrail=0
MissileTrailSize=1
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=6
MissileTrailLength = 7
MissileTrailDelta = 0.8


[HEATADP_B]
MaxRange = 15
MinRange = 10
Homing = true
HomingDelay = 5   //was 10		// ticks till it starts turning
Speed = 28.0   //was 14.0 //14.0
TurnRate = 0.9   //was 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 480   //was 425
AntiAircraft = true
Warhead = HEATAIR_W
BlowUp = TRUE		//infantry death anim
MissileTrail=1
MissileTrailSize=1
MissileTrailWiggleFreq = 100
MissileTrailWiggleScale=8
MissileTrailLength = 8
MissileTrailDelta = 0.5



[HOWITZER_B]//not used
MaxRange = 8
ExplosionType = ShellHit
Debris = DebrisLarge
Damage = 300
BlastRadius = 64
Warhead = Howitzer_W
//Trajectory = true
BlowUp = TRUE		//infantry death anim
FriendlyDamageAmount = 50

[KOBRAHOWITZER_B]
MissileTrail=6
MissileTrailSize=2
MissileTrailWiggleFreq = 100
MissileTrailWiggleScale=8
MissileTrailLength = 8
MissileTrailDelta = 0.7
MaxRange = 16
ExplosionType = ShellHit
Debris = DebrisLarge
Damage = 600
BlastRadius = 96
Warhead = Howitzer_W
Trajectory = true
BlowUp = TRUE		//infantry death anim
FriendlyDamageAmount = 50


[MORTAR_B]
MaxRange = 15
ExplosionType = ShellHit
Debris = DebrisLarge
Damage = 375
BlastRadius = 64
Warhead = Howitzer_W
Trajectory = true
BlowUp = TRUE		//infantry death anim
ReduceDamageWithDistance = False
MissileTrail=1
MissileTrailSize=2
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=5
MissileTrailLength = 12
MissileTrailDelta = 0.5
FriendlyDamageAmount = 50



[mm80_B]
MaxRange = 7
Speed = -1 //conceptual
//Speed = 40//10.0
ExplosionType = ShellHit
Debris = DebrisSmall
Damage = 500
Warhead = 80mmGun_W
BlowUp = TRUE		//infantry death anim


[Kindjal_B]
MaxRange = 12
Speed = -1 //now conceptual 40//10.0
ExplosionType = ShellHit
Debris = DebrisSmall
Damage = 500
Warhead = 80mmGun_W
BlowUp = TRUE		//infantry death anim
BlastRadius = 64



[cal50_B]
Speed = -1 // Conceptual (was 16)
MaxRange = 12
Debris = DebrisSmall
Damage = 600 //one hit one kill on most infantry
Warhead = 50.cal_W
ExplosionType = SniperHit
Shot = TRUE		//infantry death anim


[DevPlasma_B]
MaxRange = 9
Speed = 20//10.0
ExplosionType = ShellHit
Debris = DebrisSmall
Damage = 813
Warhead = DevPlasma_W
ExplosionType = DevImpact
BlowUp = TRUE		//infantry death anim
FriendlyDamageAmount = 50

[DevRocket_B]
Homing = true
MaxRange = 9
Speed = 28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 600
AntiAircraft = true
Warhead = DevRocket_W
BlowUp = TRUE		//infantry death anim
MissileTrail=0
MissileTrailSize=1
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=60
MissileTrailLength = 8
MissileTrailDelta = 0.5



[HMG_B]//Data taken from straight bomb
MaxRange = 9
Speed = -1 // Conceptual (was 20.0)
ExplosionType = mgHit
Debris = DebrisMedium
Damage = 600
Warhead = HMG_W
Shot = TRUE		//infantry death anim

[Stab_B]
Speed = -1 // Conceptual (was 16)
MaxRange = 1//5
Damage = 1000
Warhead = Stab_W
Shot = TRUE		//infantry death anim

[IxStab_B]
Speed = -1 // Conceptual (was 16)
MaxRange = 1//5
Damage = 140
Warhead = Stab_W
Shot = TRUE		//infantry death anim



[LMG_B]//Data taken from straight bomb
Speed = -1 // Conceptual (was 20)
MaxRange = 5
Debris = DebrisSmall
Damage = 219
Warhead = LMG_W
ExplosionType = mghit
Shot = TRUE		//infantry death anim

[Pistol_B]//Data taken from straight bomb
Speed = -1 // Conceptual (was 16)
MaxRange = 5
Debris = DebrisSmall
Damage = 100
Warhead = LMG_W
ExplosionType = mghit
Shot = TRUE		//infantry death anim


[MMG_B]//Data taken from straight bomb
Speed = -1 // Conceptual (was 20)
MaxRange = 7
Debris = DebrisSmall
Damage = 350  //was 313
Warhead = LMG_W
ExplosionType = mghit
Shot = TRUE		//infantry death anim


[HKGunTurret_B]
Speed = -1 // changed to conceptual 32//16
MaxRange = 10
Debris = DebrisSmall
Damage = 400
AntiAircraft = true
Warhead =  ANTIAIR_W
ExplosionType = mghit
Shot = TRUE		//infantry death anim

[HKADP_B]
Speed = -1 // changed to conceptual 32//16
MaxRange = 8
Debris = DebrisSmall
Damage = 150
AntiAircraft = true
Warhead =  ANTIAIR_W
ExplosionType = mghit
Shot = TRUE		//infantry death anim

[DeathHandSplat_B]
MaxRange = 0			//blow up immediatiely
Damage = 15  //was 3
BlastRadius = 320 	// Splat is 10 x 10 tiles
DamageFriendly = TRUE	// Damage friendly units!
Ignites = TRUE 		// Don't ignite other splats!
Warhead = DeathHandSplat_W

[InkVine_B]
MaxRange = 20 // was 11
ExplosionType = InkVineExplosion
Debris = DebrisLarge
Damage = 750
BlastRadius = 64
Warhead = Howitzer_W
Trajectory = true
Ignites = FALSE 		// Don't ignite other splats!
Burnt = TRUE		//infantry death anim
FriendlyDamageAmount = 50

[InkVinePoison_B]
Speed = 16
MaxRange = 0			//blow up immediatiely
Damage = 3
BlastRadius = 48 		// Splat is 3 x 3 tiles
DamageFriendly = FALSE 	// Don't damage friendly units
Ignites = FALSE 		// Don't ignite other splats!
Gassed = TRUE		//infantry death anim
Warhead = Poison_W

[InkVineFlame_B]
Speed = 16
MaxRange = 0			//blow up immediatiely
Damage = 20
BlastRadius = 48 		// Splat is 3 x 3 tiles
Ignites = TRUE
Burnt = TRUE		//infantry death anim
Warhead = Flame_W

[Deviate_B]
Deviate = true
MaxRange = 8
Speed = 16//12.0
ExplosionType = DeviateHit
Debris = DebrisSmall
Damage = 250		//nb will damage buildings
Warhead = Deviate_W
Shot = TRUE		//infantry death anim
MissileTrail=2
MissileTrailSize=2
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=5
MissileTrailLength = 12
MissileTrailDelta = 0.5


[SpicePuff]
Continuous = true
Damage = 10
BlastRadius = 16  //Tile is equal to 32
BlowUp = TRUE		//infantry death anim
Speed = 16
Warhead = Pistol_W

[Leech_B]
Leech = true
Infantry = false		// Only leech vehicles
MaxRange = 7
Damage = 100		// Damage to non-leechable objects
Trajectory = true
Health = 200
ShieldHealth = 2//5		// Damage per tick to leeched units
ExplosionType = BloodSplat
Shot = TRUE		//infantry death anim

[TLTurret_B]
Speed = -1 // changed to conceptual 32//16
MaxRange = 10   //was 8
Debris = DebrisSmall
Damage = 1000   //was 400
AntiAircraft = true
Warhead = ANTIAIR_W
Shot = TRUE		//infantry death anim


[Contaminator_B]
Speed = -1
Leech = true
Infantry = true		// Only contaminate infantry
MaxRange = 1
Damage = 10			// Not much damage
Health = 100
ShieldHealth = 10000	// Kill outright
ExplosionType = BloodSplat
Shot = TRUE		//infantry death anim

[EITSBomb_B]
MaxRange = 16	// Doesn't use
Speed = 8
ExplosionType = ShellHit
Debris = DebrisLarge
Damage = 400
BlastRadius = 64
Warhead = Howitzer_W
Trajectory = true
BlowUp = TRUE		//infantry death anim
MissileTrail=1
MissileTrailSize=2
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=5
MissileTrailLength = 12
MissileTrailDelta = 0.5

[Worm_B]
Speed = 32//16
MaxRange = 1
Damage = 1000
Warhead = HEAT_W
Shot = TRUE		//infantry death anim

[Beserk_B]
Continuous = TRUE
Speed = 32// 16
Beserk = TRUE
ExplosionType = ORLightning
BlastRadius = 128  //Tile is equal to 32
Damage = 1000
Warhead = HEAT_W
Shot = TRUE		//infantry death anim
DamageColumn = TRUE
DamageFriendly = False

[Hawk_B]
Continuous = TRUE
Speed = 16
Retreat = TRUE
ExplosionType = ATHawk
BlastRadius = 128  //Tile is equal to 32
Damage = 1000
Warhead = HEAT_W
Shot = TRUE		//infantry death anim
DamageColumn = TRUE
DamageFriendly = False

[SurfaceWorm_B]
Speed = 32//16
MaxRange = 1
Debris = DebrisSmall
Damage = 40000
Warhead = HEAT_W
Shot = TRUE			//infantry death anim

[TrailMissile_B] //use for orni's
MaxRange = 12
Homing = true
Speed = 28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 200
AntiAircraft = true
Warhead = HEATAIR_W
BlowUp = TRUE		//infantry death anim
MissileTrail=0
MissileTrailSize=2
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=10
MissileTrailLength = 12
MissileTrailDelta = 0.5

[Gunship_B] 
MaxRange = 8
Homing = true
Speed = 12//28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 500
AntiAircraft = true
Warhead = HEATAIR_W
BlowUp = TRUE		//infantry death anim
MissileTrail=0
MissileTrailSize=2
MissileTrailWiggleFreq = 80
MissileTrailWiggleScale=10
MissileTrailLength = 12
MissileTrailDelta = 0.5










[GuildRocket_B] //placeholder data, needs to be stronger
MaxRange = 7
Homing = true
Speed = 28//14.0
TurnRate = 0.3 //radians per tick
ExplosionType = MissileHit
Debris = DebrisSmall
Damage = 300
//AntiAircraft = true
Warhead = HEATAIR_W
BlowUp = TRUE		//infantry death anim



//---------------------
// Explosion Attributes
//---------------------
[InkVineExplosion]
ExplosionType = InkVineSplat	// object left after explosion

[ATHawk]
FaceCamera=true

[DHBigExplosion]
FaceCamera=true

[VetLevelFX]
FaceCamera=true

[ShellHit]
DamageToTile = 30

[LaserHit]
DamageToTile = 30


[MissileHit]
DamageToTile = 30

[DevMuzzle]
DamageToTile = 30

[GplasGlow]
DamageToTile = 30

[InkvineExplosion]
DamageToTile = 30

[DeviateHit]
DamageToTile = 30

[ORLightning]
DamageToTile = 80

[DHBigExplosion]
DamageToTile = 100







//---------------------
// Splat Attributes
//---------------------
[InkVineSplat]
Size = 3					// Size (in tiles) of splat
Lifespan = 1000				// Ticks until splat disappears
HomingDelay = 100				// Length of fade animation
Resource = InkVinePoison_B	// Bullet used for poison effect
ExplosionType = InkVineFlame_B	// Bullet used for flame effect
Damage = 5		// How much quicker does a flaming splat die?

[DeathHandSplat]
Size = 10					// Size (in tiles) of splat
Lifespan = 1000				// Ticks until splat disappears
HomingDelay = 100				// Length of fade animation
Resource = DeathHandSplat_B	// Bullet used for poison effect
Damage = 0		// How much quicker does a flaming splat die?

//---------------------
// Crate Attributes
//---------------------
[Crate]
Size = 3					// Size (in tiles) of crate
Lifespan = 10000				// Ticks until crate disappears 3000=2.5 minutes
Terrain = Rock, Sand				// valid terrain types for placement
//Resource = SaboteurBomb			// removed explosion crate



[LeechCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = TLLeech

[ContaminatorCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = TLContaminator

[ProjectorCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = IXInfiltrator  // was IXProjector - changed in resp. to bug

[InfiltratorCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = IXInfiltrator

[ADVSardaukarCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = IMADVSardaukar

[MoneyCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = CASH2000


[SardaukarCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = IMSardaukar

[NiabCrate]
Size = 2					// Size (in tiles) of crate
Health = -1
Terrain = Rock, Sand				// valid terrain types for placement
CrateGiftObject = GUNiabTank






//---------------------
// Turret Attributes
//---------------------

//[GHarvesterLight]
//TurretMinYRotation	= -80.0
//TurretMaxYRotation	= 80.0
//TurretYRotationAngle	= 1.0

[HKEngineerGun]
Bullet = Pistol_B
ReloadCount = 45
TurretDisableIfUnitDeployed = TRUE

[ORMortarInfGun]
Bullet = Pistol_B
ReloadCount = 45
TurretDisableIfUnitDeployed = TRUE

[ORMortarInfBigGun]
TurretMinXRotation	= -90.0	// 90 degrees up
TurretMaxXRotation	= -30.0
TurretXRotationAngle	= 10.0
Bullet = Mortar_B				//Trajectory weapon
ReloadCount = 45
TurretDisableIfUnitUndeployed = TRUE

[ORChemicalGun]
Bullet = GasInf_B
ReloadCount = 40

[ORAATrooperGun]
TurretMuzzleFlash 	= Muzzle2
Bullet = HEATInf_B
ReloadCount = 40


[ORLaserTankBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 16.0 //was 8.0 //Turret turn speed
TurretMuzzleFlash 	= Ltmuzzle
Bullet = Laser_B
ReloadCount = 40

[ORAPCBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
TurretMuzzleFlash 	= Muzzle3
Bullet = HeatAPC_B
ReloadCount = 50

[ORDeviatorGun]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
TurretMuzzleFlash 	= Muzzle3
Bullet = Deviate_B
ReloadCount = 150


[ORDustGun]
TurretMuzzleFlash 	= Muzzle1
Bullet = MMG_B
ReloadCount = 50


[ORKobraUndeployedGun]	//fixed weapon, can't move it
TurretMuzzleFlash 	= Muzzle2
Bullet = Howitzer_B			//this must not be a trajectory bullet
ReloadCount = 30
TurretDisableIfUnitDeployed	= TRUE	//must be undeployed


[ORKobraDeployedGun]
TurretMinXRotation	= -90.0
TurretMaxXRotation	= 30.0
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretXRotationAngle	= 4.0
TurretYRotationAngle	= 4.0		//rotate around y axis
TurretMuzzleFlash 	= Muzzle2
Bullet = KobraHowitzer_B
ReloadCount = 30
TurretDisableIfUnitUndeployed	= TRUE	//must be deployed


//[ORGasGun]
//TurretMinYRotation	= -190.0
//TurretMaxYRotation	= 190.0
//TurretYRotationAngle	= 2.0
//Bullet = Gas_B
//ReloadCount = 150

[ORGasTurretBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 6.0
TurretNextJoint = ORGasTurretGun
TurretMuzzleFlash 	= Muzzle3
Bullet = Gas_B
ReloadCount = 75

[ORGasTurretGun]
TurretMinXRotation	= -50.0
TurretMaxXRotation	= 50.0
TurretXRotationAngle	= 6.0
TurretYRotationAngle	= 6.0
TurretMuzzleFlash 	= Muzzle3
Bullet = Gas_B
ReloadCount = 75

[IXMegaTurretBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 6.0
TurretNextJoint = IXMegaTurretGun
TurretMuzzleFlash 	= IXPlasmaFlash
Bullet = IXPlasma_B
ReloadCount = 100

[IXMegaTurretGun]
TurretMinXRotation	= -90.0
TurretMaxXRotation	= -10.0
TurretXRotationAngle	= 10.0
TurretYRotationAngle	= 10.0
TurretMuzzleFlash 	= IXPlasmaFlash
Bullet = IXPlasma_B
ReloadCount = 100

[GUMegaTurretBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 6.0
TurretNextJoint = GUMegaTurretGun
TurretMuzzleFlash 	= GUPlasmaFlash
Bullet = GUPlasma_B
ReloadCount = 100

[GUMegaTurretGun]
TurretMinXRotation	= -90.0
TurretMaxXRotation	= -50.0
TurretXRotationAngle	= 10.0
TurretYRotationAngle	= 10.0
TurretMuzzleFlash 	= GUPlasmaFlash
Bullet = GUPlasma_B
ReloadCount = 100



[ORPopUpGun]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 6.0
TurretMuzzleFlash 	= Gplasglow
Bullet = PopUp_B
ReloadCount = 60


[HKFlameTowerBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 6.0
Bullet = FlameTurret_B
ReloadCount = 30


[HKDevastatorGun]
TurretMuzzleFlash 	= DevMuzzle
Bullet = DevPlasma_B
ReloadCount = 60



[HKDevastatorMissile]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
TurretMuzzleFlash 	= Muzzle2
Bullet = DevRocket_B
ReloadCount = 80


[HKFlameTankLeft]
TurretMinYRotation	= 0.0
TurretMaxYRotation	= 90.0
TurretYRotationAngle	= 2.0
TurretYAcceptableAim	= 5.0
Bullet = FlameTank_B
ReloadCount = 60

[HKFlameTankRight]
TurretMinYRotation	= -90.0
TurretMaxYRotation	= 0.0
TurretYRotationAngle	= 2.0
TurretYAcceptableAim	= 5.0
Bullet = FlameTank_B
ReloadCount = 60


[HKBuzzsawLeft]
TurretMinYRotation	= 0.0
TurretMaxYRotation	= 90.0
TurretYRotationAngle	= 2.0
TurretYAcceptableAim	= 5.0
TurretMuzzleFlash 	= Muzzle1
Bullet = MMG_B
ReloadCount = 40


[HKBuzzsawRight]
TurretMinYRotation	= -90.0
TurretMaxYRotation	= 0.0
TurretYRotationAngle	= 2.0
TurretYAcceptableAim	= 5.0
TurretMuzzleFlash 	= Muzzle1
Bullet = MMG_B
ReloadCount = 40


[HKAssaultTankBase]
TurretMinXRotation	= -30.0
TurretMaxXRotation	= 10.0
TurretXRotationAngle	= 2.0
TurretMuzzleFlash 	= Muzzle2
Bullet = mm80_B
ReloadCount = 30


[HKMissileTankBarrage]
Bullet = HEAT_B
TurretMuzzleFlash 	= Muzzle3
ReloadCount = 180


[HKLightInfantryGun]
Bullet = LMG_B
ReloadCount = 30


[HKTrooperGun]
Bullet = HEATInf_B
TurretMuzzleFlash 	= Muzzle2
ReloadCount = 100



[HKFlamerGun]
Bullet = Flame_B
ReloadCount = 30



[HKGunTurretBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 4.0
Bullet = HKGunTurret_B
ReloadCount = 100
TurretNextJoint = HKGunTurretGun

[HKGunTurretGun]
TurretMinXRotation	= -90.0
TurretMaxXRotation	= 40.0
TurretXRotationAngle	= 4.0
TurretMuzzleFlash 	= Muzzle3
Bullet = HKGunTurret_B
ReloadCount = 100

[SpotlightBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 4.0
//Bullet = HKGunTurret_B what the light to track units but not fire anything
ReloadCount = 100
TurretNextJoint = HKGunTurretGun

[SpotlightGun]
TurretMinXRotation	= -40.0
TurretMaxXRotation	= 40.0
TurretXRotationAngle	= 4.0
//TurretMuzzleFlash 	= Muzzle3
//Bullet = HKGunTurret_B
ReloadCount = 100


[HKADPGun]
TurretMinXRotation	= -40.0
TurretMaxXRotation	= 90.0
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 8.0
TurretXRotationAngle	= 8.0
TurretMuzzleFlash 	= Muzzle3
Bullet = HKADP_B
ReloadCount = 10


[HKInkVineGun]
TurretMinXRotation	= -90.0
TurretMaxXRotation	= -20.0
TurretXRotationAngle	= 2.0

// Al: No no no no no!
TurretMinYRotation	= -30.0
TurretMaxYRotation	= 30.0
TurretYRotationAngle	= 30.0		//rotate around y axis

Bullet = InkVine_B
ReloadCount = 100

[ATKindjalGun]
//TurretMuzzleFlash 	= Muzzle1
Bullet = Pistol_B
ReloadCount = 50
TurretDisableIfUnitDeployed = TRUE

[ATKindjalBigGun]
TurretMuzzleFlash 	= Muzzle2
Bullet = Kindjal_B
ReloadCount = 50
TurretDisableIfUnitUndeployed = TRUE


[ATInfGun]
Bullet = LMG_B
TurretMuzzleFlash = Smuzz2
ReloadCount = 30


[ATSniperGun]
Bullet = cal50_B
TurretMuzzleFlash = Smuzz2
ReloadCount = 76




[ATTrikeGun]
TurretMuzzleFlash 	= Muzzle1
Bullet = MMG_B
ReloadCount = 50


[ATSonicTankGun]
Bullet = Sound_B
TurretMuzzleFlash = Sonicmuzzle
ReloadCount = 45


[ATMongooseMissile]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 3.0
TurretMuzzleFlash 	= Muzzle3
Bullet = HEAT_B
ReloadCount = 30

//[ATMongooseLight]
//TurretMinYRotation	= -40.0
//TurretMaxYRotation	= 40.0
//TurretYRotationAngle	= 2.0

 
//[ATMinotaurusLight]
//TurretMinYRotation	= -190 //-40.0 changed to be the same as the kobra
//TurretMaxYRotation	= 190  //40.0
//TurretYRotationAngle	= 2.0



[ATAPCBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.5
TurretNextJoint = ATAPCGun
TurretMuzzleFlash 	= Muzzle1
Bullet = LMG_B
ReloadCount = 30

[ATAPCGun]
TurretMinXRotation	= -80.0		//tilt up
TurretMaxXRotation	= 5.0			//tilt down
TurretXRotationAngle	= 2.5
TurretYRotationAngle	= 0.0
TurretXAcceptableAim	= 35.0
TurretMuzzleFlash 	= Muzzle1
Bullet = LMG_B
ReloadCount = 30


[ATMinotaurusGun]
TurretMinXRotation	= -80.0	// 90 degrees up...
TurretMaxXRotation	= 30.0	// down
TurretXRotationAngle	= 2.0
//TurretMinYRotation	= -45
//TurretMaxYRotation	= 45
//TurretYRotationAngle	= 2.0
TurretMuzzleFlash 	= Muzzle3
Bullet = KobraHowitzer_B
ReloadCount = 120

[ATMinotaurusBase]
//TurretMinXRotation	= -80.0	// 90 degrees up...
//TurretMaxXRotation	= 30.0	// down
//TurretXRotationAngle	= 2.0
TurretMinYRotation	= -45
TurretMaxYRotation	= 45
TurretYRotationAngle	= 5.0
TurretMuzzleFlash 	= Muzzle3
TurretNextJoint		= ATMinotaurusGun
Bullet = KobraHowitzer_B
ReloadCount = 120


[ATOrnithopterGun]
TurretMinYRotation	= -90.0
TurretMaxYRotation	= 90.0
TurretYRotationAngle	= 2.0
TurretBulletCount		= 10
Bullet = TrailMissile_B
ReloadCount = 30

[ATADPGun]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 8.0  //was 2.0
Bullet = ATHEATADP_B
ReloadCount = 30

[GUNIAPGun]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
Bullet = GuildRocket_B
ReloadCount = 30




[ATPillboxGun]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 6.0
//TurretMuzzleFlash 	= Smuzz2 inc on model
Bullet = HMG_B
ReloadCount = 25

[ATRocketTurretBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 4.0
TurretNextJoint = ATRocketTurretGun
TurretMuzzleFlash 	= Muzzle3
Bullet = Rocket_B
ReloadCount = 45

[ATRocketTurretGun]
TurretMinXRotation	= -90.0
TurretMaxXRotation	= 50.0
TurretXRotationAngle	= 4.0
TurretYRotationAngle	= 0.0
TurretMuzzleFlash 	= Muzzle3
Bullet = Rocket_B
ReloadCount = 45


[HKGunshipGun]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
TurretBulletCount		= 4
Bullet = Gunship_B
ReloadCount = 60


[TLLeechGun]			//Data taken from ORDustScout
TurretMinXRotation	= -90.0
TurretMaxXRotation	= 90.0
TurretXRotationAngle	= 90.0
Bullet = Leech_B
ReloadCount = 30


[TLContaminatorGun]
Bullet = Contaminator_B
ReloadCount = 30

[TLTurretBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 4.0
Bullet = TLTurret_B
ReloadCount = 100
TurretNextJoint = TLTurretGun

[TLTurretGun]
TurretMinXRotation	= -40.0
TurretMaxXRotation	= 40.0
TurretXRotationAngle	= 4.0
TurretMuzzleFlash 	= Muzzle3
Bullet = TLTurret_B
ReloadCount = 100



[IXProjectorTurretBase]
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
TurretNextJoint = IXProjectorTurretGun
TurretMuzzleFlash 	= Muzzle1
Bullet = LMG_B
ReloadCount = 30

[IXProjectorTurretGun]
TurretMinXRotation	= -80.0
TurretMaxXRotation	= 20.0
TurretXRotationAngle	= 2.0
TurretMuzzleFlash 	= Muzzle1
Bullet = LMG_B
ReloadCount = 30


[IMADVSardaukarGun]
Bullet = InfLaser_B
ReloadCount = 50
//TurretDisableIfUnitDeployed = TRUE
TurretDisableIfUnitDeployed = TRUE


[IMSardaukarGun]
Bullet = HMG_B
ReloadCount = 20
TurretDisableIfUnitDeployed = TRUE


[IMADVSardaukarKnife]
Bullet = Stab_B
ReloadCount = 34 // actual frames of animation //40
TurretDisableIfUnitUndeployed = TRUE

[IXSlaveKnife]
Bullet = IXStab_B
ReloadCount = 40

[FRFremenGun]		//Data from ATSniper probably needs separate bullet
Bullet = cal50_b
ReloadCount = 40
TurretMuzzleFlash 	= Smuzz2

[FRADVFremenGun]		//Data from ATSonicTank
TurretDisableIfUnitDeployed = TRUE
Bullet = SoundInf_B 
ReloadCount = 40

[GUNIABTankGun]				//Data from Laser tank
//TurretMinYRotation	= -190.0
//TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
TurretMuzzleFlash 	= Muzzle2
Bullet = NiabBullet_B
ReloadCount = 100
TurretDisableIfUnitDeployed = TRUE


[GUMakerGun]
//TurretMinYRotation	= -90.0
//TurretMaxYRotation	= 0.0
//TurretYRotationAngle	= 2.0
Bullet = MakerBullet_B
ReloadCount = 30

[WormRiderGun]				//Data from Laser tank
TurretMinYRotation	= -190.0
TurretMaxYRotation	= 190.0
TurretYRotationAngle	= 2.0
Bullet = Worm_b
ReloadCount = 100
TurretDisableIfUnitDeployed = TRUE

[SurfaceWormGun]
TurretMinXRotation	= -190.0
TurretMaxXRotation	= 190.0
TurretXRotationAngle	= 2.0
Bullet = Worm_B
ReloadCount = 1














//---------------------
//Building Attributes
//---------------------

//Generic Buildings
[HKWall]
Group = Wall
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Terrain = Rock
Cost = 20
BuildTime = 60	//Converted from Dune 2000 data 23040/original figure	
ViewRange = 10
Wall = true
Selectable = false
Occupy = b
Armour = Building
Health = 1000
TechLevel = 1
ExplosionType = SmExplosion
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE
RoofHeight = 48
CountsForStats = FALSE
[ATWall]
Group = Wall
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Terrain = Rock
Cost = 20
BuildTime = 60	
ViewRange = 10
Wall = true
Selectable = false
Occupy = b
Armour = Building
Health = 1000
TechLevel = 1
ExplosionType = SmExplosion
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE
RoofHeight = 48
CountsForStats = FALSE

[ORWall]
Group = Wall
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Terrain = Rock
Cost = 20
BuildTime = 60	
ViewRange = 10
Wall = true
Selectable = false
Occupy = b
Armour = Building
Health = 1000
TechLevel = 1
ExplosionType = SmExplosion
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE
RoofHeight = 48
CountsForStats = FALSE

//HK Buildings
[HKConYard]
CanBePrimary = TRUE
ConYard = true
House = Harkonnen
StormDamage=5 //only damages is never picked up
Terrain = Rock
Cost = 2000
ViewRange = 10
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = nbbbn
Occupy = nbbbn
Occupy = nbbbn
Occupy = nbbbn
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = nbbbb
AiCritical = true
Armour = CY
Health = 4000
Resource = MCV
CanBeEngineered = TRUE
Debris = DebrisLarge
UpgradeTechLevel = 1
UpgradeCost = 600
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3
RoofHeight = 107
[HKSmWindtrap]
RoofHeight=70
House = Harkonnen
StormDamage=5 //only damages is never picked up	
Group = SmWindtrap	
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Terrain = Rock
Cost = 225  //was 200
ViewRange = 10
BuildTime = 240
PowerGenerated = 100		
Debris = DebrisSmall
Occupy = bb
Occupy = bb
AiCritical = true
Armour = Building
Health = 1500
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = Explosion
NumInfantryWhenGone = 1
Score = 2
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE

//[HKLaWindtrap]
//House = Harkonnen	
//Group = LaWindtrap	
//PrimaryBuilding = ATConYard, ORConYard, HKConYard
//SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks
//Terrain = Rock
//Cost = 300
//PowerGenerated = 500
//BuildTime = 309		
//Occupy = bbb
//Occupy = bbb
//AiCritical = true
//Armour = Building
//Health = 4000
//Debris = DebrisMedium
//TechLevel = 3
//Score = 3
 [HKBarracks]
Barracks = TRUE
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = HKConYard
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 225
ViewRange = 10
PowerUsed = 20
BuildTime = 309	//25 % reduction
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = nnbnn
AiManufacturing = true
AiExit = true
DeployTile = 2,4 2,2
Armour = Building
Health = 2500
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
UpgradeTechLevel = 1	//same as engineer
UpgradeCost = 800
CanBePrimary = TRUE
ExplosionType = MidExplosion
Score = 3
NumInfantryWhenGone = 2
RoofHeight=125

[HKFlameTurret]
House = Harkonnen	
StormDamage=5 //only damages is never picked up	
PrimaryBuilding = HKConYard
SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks	 			
Terrain = Rock
Cost = 550
BuildTime = 240	//Converted from Dune 2000 data 23040/original figure
ViewRange = 10
Occupy = bb
Occupy = bb
TurretAttach  = HKFlameTowerBase
AiDefence = true
Armour = Heavy
Health = 2700
Debris = DebrisSmall
TechLevel = 2
ExplosionType = SmExplosion
Score = 3
NumInfantryWhenGone = 1
UnstealthRange = 3
GetsHeightAdvantage = FALSE
RoofHeight=80
AIThreat = 80
ChaosEffect = LargeChaosFX
RangeIndicator = 8
RangeMask = 1


[HKGunTurret]
House = Harkonnen	
StormDamage=5 //only damages is never picked up	
PrimaryBuilding = HKConYard
SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks	 			
Terrain = Rock
Cost = 1200
ViewRange = 10
PowerUsed = 75
BuildTime = 309 //Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
TurretAttach  = HKGunTurretBase
AiDefence = true
Armour = Heavy
Health = 3000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = SmExplosion
Score = 3
NumInfantryWhenGone = 1
UnstealthRange = 6
UpgradedPrimaryRequired = TRUE
DisableWithLowPower = TRUE
RoofHeight=80
AIThreat = 100
ChaosEffect = LargeChaosFX
RangeIndicator = 10
RangeMask = 1


[HKOutpost]
Outpost = TRUE
House = Harkonnen
StormDamage=5 //only damages is never picked up		
Group = Outpost							   //GROUP!
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATSMWindtrap, ORSMWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 400
ViewRange = 10
PowerUsed = 60
BuildTime =  240	//Converted from Dune 2000 data 23040/original figure
Occupy = ssss
Occupy = ssss
Occupy = ssss
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
AiCore = true
Armour = Building
Health = 2500
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = MidExplosion
NumInfantryWhenGone = 2
Score = 3
RoofHeight=100

[HKRefinery]
RoofHeight=100
Refinery = true
Group = Refinery
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 1500
ViewRange = 10
PowerUsed = 40
//SpiceCapacity = 8000 //2000
GetUnitWhenBuilt = Harvester
BuildTime = 720	//Converted from Dune 2000 data 23040/original figure
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = ddddddddddd
Occupy = pppdddddppp
Occupy = pppdddddppp
Occupy = pppbbbbbppp
Occupy = nnbbbbbbbnn
Occupy = nnbbbbbbbnn
Occupy = nnnnbbbnnnn
Debris = DebrisLarge

// Main pad
DeployTile = 5,4
DeployAngle = 0 

// Dockable pad 1
DeployTile = 9,5
DeployAngle = -45

// Dockable pad 2
DeployTile = 1,5
DeployAngle = 45

AiResource = true
AiExit = true
Armour = Building
Health = 3000
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3
DisableIfNoSpiceOnMap=TRUE

[HKRefineryDock]
Dockable = true
Group = RefineryDock
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery
Terrain = Rock
UpgradeTechLevel = 1
UpgradeCost = 1200
ViewRange = 10
PowerUsed = 20
//SpiceCapacity = 2000
UpgradeBuildTime = 720 //same as building a ref
BuildTime = 618 //was 309//Converted from Dune 2000 data 23040/original figure
Occupy = ppp
Occupy = ppp
Occupy = ppp
Health = 1000
Armour = Building
TechLevel = 1
GetUnitWhenBuilt = Harvester
AiResource = true
DisableIfNoSpiceOnMap=TRUE
//[HKSilo]
//House = Harkonnen		
//PrimaryBuilding = HKConYard
//SecondaryBuilding = HKRefinery
//Health = 200
//Terrain = Rock
//Cost = 100
//PowerUsed = 15
//SpiceCapacity = 2000	
//Occupy = bb
//Occupy = bb
//AiCritical = true
//Armour = Light

[HKFactory]
RoofHeight=145
Factory = TRUE
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = HKConYard
// Removed for HW SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 1000
ViewRange = 10
PowerUsed = 40
BuildTime = 864
Occupy = ssssssss
Occupy = ssssssss
Occupy = ssssssss
Occupy = bbbbbbbb
Occupy = bbbbbbbb
Occupy = bbbbbbbb
Occupy = bbbbbbbb
Occupy = bbbbbbbb
Occupy = nbbbbbbb
Occupy = nbbbbbbb
Occupy = nnbbbbbb

DeployTile = 3,5 3,1

AiManufacturing = true
AiExit = true
Armour = Building
Health = 4000
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = TRUE 
ExplosionType = BigExplosion
CanBePrimary = TRUE
UpgradeTechLevel = 1	//same as HKFlameTank
UpgradeCost = 1200
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3

//[HKRepairPad]
//House = Harkonnen
//PrimaryBuilding = HKConYard
//SecondaryBuilding = HKFactory
//Terrain = Rock
//Cost = 1000
//PowerUsed = 150
//Occupy = xxoxxx
//Occupy = xxxxxx
//Occupy = xxxxxx
//Occupy = xxxxxx
//Occupy = xxoxxx


//AiCritical = true
//Armour = Light



 [HKHanger]
Hanger = TRUE
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = HKConYard
SecondaryBuilding = ATFactory, ORFactory, HKFactory
Terrain = Rock
Cost = 1300
ViewRange = 10
PowerUsed = 50
BuildTime = 540
Occupy = sssssss
Occupy = sssssss
Occupy = sssssss
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = nbbbbbb
Occupy = nbbbbbb
Occupy = nnbbbnn
AiManufacturing = true
Armour = Building
Health = 3500
DeployTile = 3,5 3,1
Debris = DebrisMedium
CanBeEngineered = TRUE 
TechLevel = 1
CanBePrimary = TRUE
UpgradeTechLevel = 1	//same as HKGunship
UpgradeCost = 1200
ExplosionType = MidExplosion
Score = 4
NumInfantryWhenGone = 3
RoofHeight=125

[HKHelipad]
Helipad = true
Group = Helipad
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATHanger, ORHanger, HKHanger
Terrain = Rock
Cost = 800
ViewRange = 10
PowerUsed = 30
BuildTime = 240	//Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
Occupy = bb
DeployTile = 2,0
Armour = Building
Health = 2000
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = MidExplosion
RoofHeight = 72
AiExit = FALSE
AiCritical = TRUE
Score = 2
NumInfantryWhenGone = 1
//[HKSmelter]
//House = Harkonnen
//PrimaryBuilding = HKConYard
//SecondaryBuilding = HKHanger
//Terrain = Rock
//Cost = 1500
//PowerUsed = 30
//Occupy = ssss
//Occupy = ssss
//Occupy = ssss
//Occupy = nbbn
//Occupy = bbbb
//Occupy = bbbb
//Occupy = nbbb
//Occupy = nbbb
//AiResource = true
//DeployTile = 2,7 
//Armour = Light
//Health = 3000
//Debris = DebrisMedium
//TechLevel = 1 //Mutually inclusive with the Refinery

[HKStarport]
RoofHeight=70
Starport = TRUE
Group = Starport
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATHanger, ORHanger, HKHanger
Terrain = Rock
Cost = 1500
ViewRange = 10
PowerUsed = 100
BuildTime = 720	//Converted from Dune 2000 data 23040/original figure
Occupy = sssssssss
Occupy = sssssssss
Occupy = sssssssss
Occupy = sssbsbsss
Occupy = sssbbbsss
Occupy = ddddddddd
Occupy = ddddddddd
Occupy = ddddddddd
Occupy = nnbbbbbnn
Occupy = nnnbbbbnn

DeployTile = 3,7, 3,1
AiManufacturing = true
AiExit = true
Armour = Building
Health = 2500
Debris = DebrisLarge
TechLevel = 2
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = MidExplosion
Score = 4
NumInfantryWhenGone = 3

[HKPalace]
HKPalace = TRUE
House = Harkonnen
StormDamage=5 //only damages is never picked up
PrimaryBuilding = HKConYard
SecondaryBuilding = ATStarport, ORStarport, HKStarport
Terrain = Rock
Cost = 1600
ViewRange = 10
PowerUsed = 150
BuildTime = 1080
Occupy = nnbbnnnnn
Occupy = nbbbbnnnn
Occupy = bbbbbbbbb
Occupy = bbbbbbbbb
Occupy = bbbbbbbbb
Occupy = bbbbbbnnn
Occupy = nbbbbnnnn

DeployTile = 7,3
AiCore = true
Armour = CY
Health = 3000
Debris = DebrisLarge
TechLevel = 3
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = BigExplosion
NumInfantryWhenGone = 4
Score = 4
RoofHeight=285

[HKFactoryFrigate]
Factory = TRUE
House = Harkonnen
StormDamage=5 //only damages is never picked up
Terrain = Rock
Cost = 1000
ViewRange = 10
Occupy = ssssssssssssssssss
Occupy = ssssssssssssssssss
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb

DeployTile = 8,5 8,1
//AiManufacturing = true
AiExit = true
Armour = Building
Health = 1500
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = FALSE //was TRUE 
ExplosionType = BigExplosion
CanBePrimary = TRUE
Score = 3
NumInfantryWhenGone = 2
RoofHeight=145

//AT Buildings
[ATConYard]
CanBePrimary = TRUE
ConYard = true
House = Atreides
StormDamage=5 //only damages is never picked up
TechLevel = 0
Terrain = Rock
Cost = 2000
ViewRange = 10
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = nbbbn
Occupy = nbbbn
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = nbbbb
AiCritical = true
Armour = CY
Health = 4000
Resource = MCV
ExplosionType = BigExplosion
Debris = DebrisLarge
CanBeEngineered = TRUE
UpgradeTechLevel = 1
UpgradeCost = 600
Score = 4
NumInfantryWhenGone = 3
RoofHeight = 107

[ATSmWindtrap]
RoofHeight=70
House = Atreides
StormDamage=5 //only damages is never picked up
Group = SmWindtrap	
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Terrain = Rock
Cost = 225
ViewRange = 10
PowerGenerated = 100
BuildTime = 240
Occupy = bb
Occupy = bb
AiCritical = true
Armour = Building
Health = 1500
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = Explosion
Score = 2
NumInfantryWhenGone = 1
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE

//[ATLaWindtrap]
//House = Atreides	
//TechLevel = 0
//Group = LaWindtrap	
//PrimaryBuilding = ATConYard
//SecondaryBuilding = ATBarracks
//Health = 350
//Terrain = Rock
//Cost = 300
//PowerGenerated = 500
// BuildTime = 309	
//Occupy = bb
//Occupy = bb
//AiCritical = true
//Armour = Building
//Health = 4000
//Debris = DebrisMedium
//TechLevel = 3
// Score = 3
[ATBarracks]
RoofHeight=125
Barracks = TRUE
House = Atreides
StormDamage=5 //only damages is never picked up
TechLevel = 1
PrimaryBuilding = ATConYard
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 225
ViewRange = 10
PowerUsed = 20
BuildTime = 309
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = nbbbn
Occupy = nbbbn
Occupy = bbbbb
Occupy = bbbbb
AiExit = true
AiManufacturing = true
DeployTile = 2,4 2,2
Armour = Building
Health = 2500
Debris = DebrisMedium
CanBeEngineered = TRUE
UpgradeTechLevel = 1	//same as engineer
UpgradeCost = 800
CanBePrimary = TRUE
ExplosionType = MidExplosion
Score = 3
NumInfantryWhenGone = 3

[ATPillBox]
House = Atreides
StormDamage=5 //only damages is never picked up
TechLevel = 2		
PrimaryBuilding = ATConYard
SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks	 
//Health = 456 - value not used			
TurretAttach = ATPillboxGun
Terrain = Rock
Cost = 550
ViewRange = 10
BuildTime = 240
Occupy = bb
Occupy = bb
AiDefence = true
Armour = Heavy
Health = 2700
Debris = DebrisSmall
ExplosionType = SmExplosion
Score =3
NumInfantryWhenGone = 1
UnstealthRange = 3
GetsHeightAdvantage = FALSE
RoofHeight=80
AIThreat = 80
ChaosEffect = LargeChaosFX
RangeIndicator = 9
RangeMask = 1


[ATRocketTurret]
House = Atreides
StormDamage=5 //only damages is never picked up		
PrimaryBuilding = ATConYard
SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks	 
//Health = 456 - not sure why this is here?			
TurretAttach = ATRocketTurretBase
Terrain = Rock
Cost = 1200
ViewRange = 12  //was 10 (needs to match bullet range)
PowerUsed = 75
BuildTime = 309
Occupy = bb
Occupy = bb
AiDefence = true
Armour = Heavy
Health = 4000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = SmExplosion
Score = 3
NumInfantryWhenGone = 1
UnstealthRange = 6
GetsHeightAdvantage = FALSE
UpgradedPrimaryRequired = TRUE
DisableWithLowPower = TRUE
RoofHeight=80
AIThreat = 100
ChaosEffect = LargeChaosFX
RangeIndicator = 12
RangeMask = 1

[ATRefinery]
RoofHeight=100
Refinery = true
Group = Refinery
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 1500
ViewRange = 10
PowerUsed = 40
//SpiceCapacity = 8000
GetUnitWhenBuilt = Harvester
BuildTime = 720
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = ddddddddddd
Occupy = pppdddddppp
Occupy = pppdddddppp
Occupy = pppbbbbbppp
Occupy = nnbbbbbbbnn
Occupy = nnbbbbbbbnn
Occupy = nnnnbbbnnnn


// Main pad
DeployTile = 5,4
DeployAngle = 0 

// Dockable pad 1
DeployTile = 9,5
DeployAngle = -45

// Dockable pad 2
DeployTile = 1,5
DeployAngle = 45

AiResource = true
AiExit = true
Armour = Building
Health = 3000
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3
DisableIfNoSpiceOnMap=TRUE

[ATRefineryDock]
Dockable = true
Group = RefineryDock
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery
Terrain = Rock
UpgradeTechLevel = 1
UpgradeCost = 1200
ViewRange = 10
PowerUsed = 20
//SpiceCapacity = 2000
UpgradeBuildTime = 720
BuildTime = 618  //was 309
Occupy = ppp
Occupy = ppp
Occupy = ppp
Armour = Building
Health = 1000
TechLevel = 1
GetUnitWhenBuilt = Harvester
AiResource = true
DisableIfNoSpiceOnMap=TRUE
//[ATSilo]
//House = Atreides		
//PrimaryBuilding = ATConYard
//SecondaryBuilding = ATRefinery
//Health = 200
//Terrain = Rock
//Cost = 100
//PowerUsed = 15
//SpiceCapacity = 2000	
//Occupy = xx
//Occupy = xx
//AiCritical = true
//Armour = Light

[ATOutpost]
Outpost = TRUE
House = Atreides
StormDamage=5 //only damages is never picked up
Group = Outpost			//GROUP!
Health = 100
Terrain = Rock
Cost = 400
ViewRange = 10
PowerUsed = 60
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATSMWindtrap, ORSMWindtrap, HKSmWindtrap
BuildTime = 240
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
AiCore = true
Armour = Building
Health = 2500
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = MidExplosion
Score = 3
NumInfantryWhenGone = 2
RoofHeight=100

[ATFactory]
RoofHeight=135
Factory = TRUE
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard
//SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 1000
ViewRange = 10
PowerUsed = 40
BuildTime = 864
Occupy = sssssss
Occupy = sssssss
Occupy = sssssss
Occupy = nbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb

DeployTile = 2,5 2,1
AiManufacturing = true

AiExit = true
Armour = Building
Health = 4000
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = TRUE
CanBePrimary = TRUE
UpgradeTechLevel = 1	//same as ATAPC
UpgradeCost = 1200
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3

[ATHanger]
Hanger = TRUE
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard
SecondaryBuilding = ATFactory, ORFactory, HKFactory
Terrain = Rock
Cost = 1300
ViewRange = 10
PowerUsed = 50
BuildTime = 540
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb

DeployTile = 2,5 2,1
AiManufacturing = true
Armour = Building
Health = 3500
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
CanBePrimary = TRUE
UpgradeTechLevel = 1	//Same as ATOrni
UpgradeCost = 1200
ExplosionType = BigExplosion
NumInfantryWhenGone = 3
Score = 4
RoofHeight=135


[ATHelipad]
Helipad = true
Group = Helipad
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATHanger, ORHanger, HKHanger
Terrain = Rock
Cost = 800
ViewRange = 10
PowerUsed = 30
BuildTime = 240
Occupy = bb
Occupy = bb
Occupy = bb
DeployTile = 2,0
Armour = Building
Health = 2000
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = MidExplosion
RoofHeight = 72
AiExit = FALSE
AiCritical = TRUE
NumInfantryWhenGone = 1
Score = 2
//[ATSmelter]
//House = Atreides
//TechLevel = 0
//PrimaryBuilding = ATConYard
//SecondaryBuilding = ATHanger
//Terrain = Rock
//Cost = 1500
//PowerUsed = 30
//Occupy = ssss
//Occupy = ssss
//Occupy = ssss
//Occupy = nbbn
//Occupy = bbbb
//Occupy = bbbb
//Occupy = nbbb
//Occupy = nbbb
//AiResource = true
//DeployTile = 2,7
//Armour = Light
//Health = 3000
//Debris = DebrisSmall
//TechLevel = 1
// ExplosionType = MidExplosion
[ATStarport]
RoofHeight=70
Starport = TRUE
Group = Starport
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATHanger, ORHanger, HKHanger
Terrain = Rock
Cost = 1500
ViewRange = 10
PowerUsed = 100
BuildTime = 720
Occupy = sssssssss
Occupy = sssssssss
Occupy = sssssssss
Occupy = sssbsbsss
Occupy = sssbbbsss
Occupy = ddddddddd
Occupy = ddddddddd
Occupy = ddddddddd
Occupy = nnbbbbbnn
Occupy = nnnbbbbnn

DeployTile = 3,7, 3,1
AiManufacturing = true
AiExit = true
Armour = Building
Health = 2500
Debris = DebrisLarge
TechLevel = 2
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = MidExplosion
Score = 4
NumInfantryWhenGone = 3

[ATPalace]
RoofHeight=220
ATPalace = TRUE
House = Atreides
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard
SecondaryBuilding = ATStarport, ORStarport, HKStarport
Terrain = Rock
Cost = 1600
ViewRange = 10
PowerUsed = 150
BuildTime = 1080
Occupy = sssssss
Occupy = sssssss
Occupy = sssssss
Occupy = nnbbbnn
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
AiCore = true
Armour = CY
Health = 3000
Debris = DebrisMedium
TechLevel = 3
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = BigExplosion
NumInfantryWhenGone = 4
Score = 4
[ATFactoryFrigate]
Factory = TRUE
House = Atreides
StormDamage=5 //only damages is never picked up
Terrain = Rock
Cost = 1000
ViewRange = 10
Occupy = ssssssssssssssssss
Occupy = ssssssssssssssssss
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb


DeployTile = 8,5 8,1
//AiManufacturing = true
AiExit = true
Armour = Heavy
Health = 1500
Debris = DebrisLarge
TechLevel = 2
CanBeEngineered = FALSE  //was TRUE 
ExplosionType = BigExplosion
CanBePrimary = TRUE
NumInfantryWhenGone = 2
Score = 3
RoofHeight=135

//Ordos Buildings

[ORConYard]
CanBePrimary = TRUE
ConYard = TRUE
House = Ordos
StormDamage=5 //only damages is never picked up
Terrain = Rock
Cost = 2000
ViewRange = 10
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = nbbbn
Occupy = nbbbn
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = nbbbn
AiCritical = true
Armour = CY
Health = 4000
Resource = MCV
Debris = DebrisLarge
CanBeEngineered = TRUE
UpgradeTechLevel = 1
UpgradeCost = 600
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3
RoofHeight = 107

[ORSmWindtrap]
RoofHeight=70
House = Ordos
StormDamage=5//only damages is never picked up
Group = SmWindtrap	
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Terrain = Rock
Cost = 225
ViewRange = 10
PowerGenerated = 100
BuildTime = 240	
Occupy = bb
Occupy = bb
AiCritical = true
Armour = Building
Health = 1500
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = SmExplosion
NumInfantryWhenGone = 1
Score = 2
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE

//[ORLaWindtrap]
//House = Ordos
//Group = LaWindtrap	
//PrimaryBuilding = ORConYard
//SecondaryBuilding = ORBarracks
//Health = 100
//Terrain = Rock
//Cost = 350
//PowerGenerated = 500
//BuildTime = 309	
//Occupy = bb
//Occupy = bb
//AiCritical = true
//Armour = Building
//Health = 4000
//Debris = DebrisMedium
//TechLevel = 3
//Score = 3
 [ORBarracks]
Barracks = TRUE
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 225
ViewRange = 10
PowerUsed = 20
BuildTime = 309
Occupy = sssss
Occupy = sssss
Occupy = sssss
Occupy = nbbbn
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
AiManufacturing = true
AiExit = true
DeployTile = 2,4 2,2
Armour = Building
Health = 2500
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
UpgradeTechLevel = 1	//same as engineer
UpgradeCost = 800
CanBePrimary = TRUE
ExplosionType = MidExplosion
Score = 3
NumInfantryWhenGone = 3
RoofHeight = 120

[ORRefinery]
RoofHeight=100
Refinery = true
Group = Refinery
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 1500
ViewRange = 10
PowerUsed = 40
//SpiceCapacity = 8000
GetUnitWhenBuilt = Harvester
BuildTime = 720
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = ddddddddddd
Occupy = pppdddddppp
Occupy = pppdddddppp
Occupy = pppbbbbbppp
Occupy = nnbbbbbbbnn
Occupy = nnbbbbbbbnn
Occupy = nnnnbbbnnnn

// Main pad
DeployTile = 5,4
DeployAngle = 0 

// Dockable pad 1
DeployTile = 9,5
DeployAngle = -45

// Dockable pad 2
DeployTile = 1,5
DeployAngle = 45

Armour = Building
AiResource = true
AiExit = true
Health = 3000
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = BigExplosion
NumInfantryWhenGone = 3
Score = 4
DisableIfNoSpiceOnMap=TRUE
[ORRefineryDock]
Dockable = true
Group = RefineryDock
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery
Terrain = Rock
UpgradeTechLevel = 1
UpgradeCost = 1200
ViewRange = 10
PowerUsed = 20
//SpiceCapacity = 2000
UpgradeBuildTime = 720
BuildTime = 618  //was 309
Occupy = ppp
Occupy = ppp
Occupy = ppp
Armour = Building
Health = 1000
TechLevel = 1
GetUnitWhenBuilt = Harvester
AiResource = true
DisableIfNoSpiceOnMap=TRUE
//[ORSilo]
//House = Ordos		
//PrimaryBuilding = ORConYard
//SecondaryBuilding = ORRefinery
//Health = 200
//Terrain = Rock
//Cost = 100
//PowerUsed = 15
//SpiceCapacity = 2000	
//Occupy = xx
//Occupy = xx
//AiCritical = true
//Armour = Light

[OROutpost]
Outpost = TRUE
House = Ordos
StormDamage=5 //only damages is never picked up
Group = Outpost			//GROUP!
Terrain = Rock
Cost = 400
ViewRange = 10
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATSMWindtrap, ORSMWindtrap, HKSmWindtrap
BuildTime = 240
PowerUsed = 60
Occupy = ssss
Occupy = ssss
Occupy = ssss
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
AiCore = true
Armour = Building
Health = 2500
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = MidExplosion
NumInfantryWhenGone = 2
Score = 3
RoofHeight=100

[ORFactory]
Factory = TRUE
House = Ordos
StormDamage=5//only damages is never picked up
PrimaryBuilding = ORConYard
//SecondaryBuilding = ATRefinery, ORRefinery, HKRefinery
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 1000
ViewRange = 10
PowerUsed = 40
BuildTime = 864
Occupy = sssssss
Occupy = sssssss
Occupy = sssssss
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb

AiManufacturing = true
AiExit = true
Armour = Building
DeployTile = 4,5 4,1
Health = 4000
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = TRUE
CanBePrimary = TRUE
UpgradeTechLevel = 1	//same as ORAPC
UpgradeCost = 1200
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3
RoofHeight=115

//[ORSmelter]
//House = Ordos
//PrimaryBuilding = ORConYard
//SecondaryBuilding = ORHanger
//Terrain = Rock
//Cost = 1500
//PowerUsed = 30
//Occupy = ssss
//Occupy = ssss
//Occupy = ssss
//Occupy = nbbn
//Occupy = bbbb
//Occupy = bbbb
//Occupy = nbbb
//Occupy = nbbb
//AiResource = true
//DeployTile = 2,7
//Health = 3000
//Debris = DebrisMedium
//TechLevel = 1
[ORStarport]
RoofHeight=70
Starport = TRUE
Group = Starport
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATHanger, ORHanger, HKHanger
Terrain = Rock
Cost = 1500
ViewRange = 10
PowerUsed = 100
BuildTime = 720
Occupy = sssssssss
Occupy = sssssssss
Occupy = sssssssss
Occupy = ssdbbbdss
Occupy = sddbbbdds
Occupy = ddddddddd
Occupy = ddddddddd
Occupy = ddddddddd
Occupy = nnbdddbnn
Occupy = nnbbbbbnn
Occupy = nnbbbbnnn

DeployTile = 3,7, 3,1
AiManufacturing = true
AiExit = true
Armour = Building
Health = 2500
Debris = DebrisLarge
TechLevel = 2
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = MidExplosion
NumInfantryWhenGone = 3
Score = 4
RoofHeight=70

[ORPalace]
ORPalace = TRUE
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard
SecondaryBuilding = ATStarport, ORStarport, HKStarport
Terrain = Rock
Cost = 1600
ViewRange = 10
PowerUsed = 150
BuildTime = 1080
Occupy = sssssssss
Occupy = sssssssss
Occupy = sssssssss
Occupy = nnbbbbbnn
Occupy = nnbbbbbnn
Occupy = bbbbbbbbb
Occupy = nnbbbbbnn
Occupy = nnnbbbnnn
Occupy = nnnbbbnnn
DeployTile = 4,6


//AnimationTie = ORPalaceTie
AiCore = true
Armour = CY
Health = 3000
Debris = DebrisMedium
TechLevel = 3
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = BigExplosion
NumInfantryWhenGone = 4
Score = 4
RoofHeight=200

[ORHanger]
Hanger = TRUE
House = Ordos
StormDamage=5//only damages is never picked up
PrimaryBuilding = ORConYard
SecondaryBuilding = ATFactory, ORFactory, HKFactory
Terrain = Rock
Cost = 1300
ViewRange = 10
PowerUsed = 50
BuildTime = 540
Occupy = sssssss
Occupy = sssssss
Occupy = sssssss
Occupy = nbbbbbn
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb

DeployTile = 3,5 3,1
AiManufacturing = true
Armour = Building
Health = 3500
Debris = DebrisMedium
TechLevel = 1
CanBeEngineered = TRUE
CanBePrimary = TRUE
UpgradeTechLevel = 1	//same as OREITS
UpgradeCost = 1200
ExplosionType = MidExplosion
Score = 4 
NumInfantryWhenGone = 3
RoofHeight=115


[ORPopUpTurret]
PopupTurret = TRUE
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard
SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks			
Terrain = Rock
Cost = 1200
ViewRange = 10
PowerUsed = 75
BuildTime = 309 
Occupy = bb
Occupy = bb
TurretAttach  = ORPopUpGun
AiDefence = true
Armour = Heavy
Health = 3000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = SmExplosion
NumInfantryWhenGone = 1
Score = 3
UnstealthRange = 6
DisableWithLowPower = TRUE
GetsHeightAdvantage = FALSE
UpgradedPrimaryRequired = TRUE
RoofHeight=50
AIThreat = 100
ChaosEffect = LargeChaosFX
RangeIndicator = 9
RangeMask = 1



[ORGasTurret]
PopupTurret = TRUE
House = Ordos
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard
SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks			
Terrain = Rock
Cost = 550
ViewRange = 14  //was 10 - upped to match bullet range
BuildTime = 240
Occupy = bb
Occupy = bb
TurretAttach  = ORGasTurretBase
AiDefence = true
Armour = Heavy
Health = 2700
Debris = DebrisSmall
TechLevel = 2
ExplosionType = SmExplosion
Score = 3
NumInfantryWhenGone = 1
UnstealthRange = 3
GetsHeightAdvantage = FALSE
RoofHeight=20
AIThreat = 80
ChaosEffect = LargeChaosFX
RangeIndicator = 14
RangeMask = 1


[ORFactoryFrigate]
Factory = TRUE
House = Ordos
StormDamage=5 //only damages is never picked up
Terrain = Rock
Cost = 1000
ViewRange = 10
Occupy = ssssssssssssssssss
Occupy = ssssssssssssssssss
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
Occupy = bbbbbbbbbbbbbbbbbb
DeployTile = 8,5 8,1
//AiManufacturing = true
AiExit = true
Armour = Heavy
Health = 1500
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = FALSE  //was TRUE 
ExplosionType = BigExplosion
CanBePrimary = TRUE
Score = 3
NumInfantryWhenGone = 2
RoofHeight=115

//SubHouse Buildings

//Tleilaxu
[TLFleshVat]
TLFleshVat = TRUE
House = Tleilaxu
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard, HKConYard, ATConyard
SecondaryBuilding = ORFactory, HKFactory, ATFactory	
Health = 4000			
Terrain = Rock
Cost = 1000
ViewRange = 10
PowerUsed = 60
BuildTime = 864
Occupy = sss
Occupy = sss
Occupy = sss
Occupy = bdb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Building
DeployTile = 1,4 1,1
AiManufacturing = True
AiExit = true
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = MidExplosion
Score = 4
UpgradeTechLevel = 1//same as engineer
UpgradeCost = 1500
RoofHeight=120	// Al: Guess
NumInfantryWhenGone = 2

[TLTurret]
House = Tleilaxu
StormDamage=5 //only damages is never picked up			 			
Terrain = Rock
Cost = 1200
ViewRange = 10
PowerUsed = 0
BuildTime = 309 //Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
TurretAttach  = HKGunTurretBase
AiDefence = true
Armour = Heavy
Health = 3000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = Explosion
Score = 3
NumInfantryWhenGone = 1
UnstealthRange = 3
UpgradedPrimaryRequired = TRUE
DisableWithLowPower = TRUE
RoofHeight=80
ChaosEffect = LargeChaosFX
RangeIndicator = 10
RangeMask = 1



//Ix

[IXResCentre]
IxResCentre = TRUE
House = Ix
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard, HKConYard, ATConyard
SecondaryBuilding = ORFactory, HKFactory, ATFactory	
Health = 4000			
Terrain = Rock
Cost = 1000
ViewRange = 10
PowerUsed = 60
BuildTime = 864
Occupy = sssssss
Occupy = sssssss
Occupy = sssssss
Occupy = dbbbddd
Occupy = dbbbddd
Occupy = dbbbbbd
Occupy = bbbbbbd
Occupy = bbbbbbb 
Occupy = bbbbbbb
Occupy = dbbbbdd

DeployTile = 3,6 3,1
Armour = Building
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = BigExplosion
Score = 4
UpgradeTechLevel = 1//same as engineer
UpgradeCost = 1500
//Guild
AiManufacturing = true
AiExit = true
RoofHeight=180	//Al: guess

[IXMegaCannon]
House = IX
StormDamage=5 //only damages is never picked up		
//PrimaryBuilding = ORConYard
//SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks			
Terrain = Rock
Cost = 550
ViewRange = 10
BuildTime = 240
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
TurretAttach  = IXMegaTurretBase
AiDefence = true
Armour = Heavy
Health = 2700
Debris = DebrisSmall
TechLevel = 2
ExplosionType = BigExplosion
Score = 3
UnstealthRange = 3
GetsHeightAdvantage = FALSE
RoofHeight=20
DisableWithLowPower = TRUE
AIThreat = 100
CanBeEngineered = TRUE
PowerUsed = 60







[GUMegaCannon]
House = Guild
StormDamage=5 //only damages is never picked up		
//PrimaryBuilding = ORConYard
//SecondaryBuilding = ATBarracks, ORBarracks, HKBarracks			
Terrain = Rock
Cost = 550
ViewRange = 10
BuildTime = 240
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb

TurretAttach  = GUMegaTurretBase
AiDefence = true
Armour = Heavy
Health = 2700
Debris = DebrisSmall
TechLevel = 2
ExplosionType = BigExplosion
Score = 3
NumInfantryWhenGone = 1
UnstealthRange = 3
GetsHeightAdvantage = FALSE
RoofHeight=20
DisableWithLowPower = TRUE
AIThreat = 100
CanBeEngineered = TRUE
PowerUsed = 60





[GUPalace]
GUPalace = TRUE
House = Guild
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard, HKConYard, ATConyard
SecondaryBuilding = ORFactory, HKFactory, ATFactory
Terrain = Rock
Cost = 2000
ViewRange = 10
PowerUsed = 180
BuildTime = 1080

Occupy = sssssss
Occupy = sssssss
Occupy = sdsssds
Occupy = bdbbbdb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = ddbbbdd
Occupy = bbdbdbb
 
AiManufacturing = true
AiExit = true
Armour = CY
 
DeployTile = 3,5 3,1
Health = 5000
Debris = DebrisLarge
TechLevel = 2
CanBeEngineered = TRUE
CanBePrimary = TRUE
ExplosionType = BigExplosion
Score = 4
UpgradeTechLevel = 2//same as engineer
UpgradeCost = 1600
RoofHeight=260

//Imperial/Sardaukar

[IMBarracks]
IMBarracks = TRUE
House = Imperial
StormDamage=5 //only damages is never picked up
PrimaryBuilding = ORConYard, HKConYard, ATConyard
SecondaryBuilding = ORBarracks, HKBarracks, ATBarracks				
Terrain = Rock
Cost = 700
ViewRange = 10
PowerUsed = 30
BuildTime = 540
Occupy = sss
Occupy = sss
Occupy = sss
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Building
DeployTile = 1,3 1,1
AiManufacturing = True
AiExit = true
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
UpgradeTechLevel = 1//same as engineer
UpgradeCost = 1000
CanBePrimary = TRUE
Health = 3200
ExplosionType = MidExplosion
Score = 4
RoofHeight = 80
NumInfantryWhenGone = 2

//Fremen

[FRCamp]
FRCamp = TRUE
House = Fremen
PrimaryBuilding = ORConYard, HKConYard, ATConyard
SecondaryBuilding = ORBarracks, HKBarracks, ATBarracks				
Terrain = Rock
Cost = 600
ViewRange = 10
BuildTime = 540
Occupy = ssssss
Occupy = ssssss
Occupy = ssssss
Occupy = ddbbdd
Occupy = dbbbbb
Occupy = dbbbbb
Occupy = bbbbbb
Occupy = dbbbbd
Occupy = ddbbdd
Armour = Building
DeployTile = 3,5 3,2
AiManufacturing = True
AiExit = true
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
CanBePrimary = TRUE
Health = 2000
ExplosionType = MidExplosion
Score = 4
UpgradeTechLevel = 1//same as engineer
UpgradeCost = 1000
RoofHeight=100	// Al: Guess
NumInfantryWhenGone = 2

//Incidental

[BeaconFlare]
House = Incidental
PrimaryBuilding = 
Terrain = Rock, Sand
Cost = 0
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Heavy
TechLevel = 3
Health = 3200
CanDie = FALSE

[INHouse]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[IXRefinery]
Refinery = true
Group = Refinery
House = IX
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap
Terrain = Rock
Cost = 1500
ViewRange = 10
PowerUsed = 40
//SpiceCapacity = 8000
GetUnitWhenBuilt = Harvester
BuildTime = 720
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = sssssssssss
Occupy = ddddddddddd
Occupy = pppdddddppp
Occupy = pppdddddppp
Occupy = pppbbbbbppp
Occupy = nnbbbbbbbnn
Occupy = nnbbbbbbbnn
Occupy = nnnnbbbnnnn


// Main pad
DeployTile = 5,4
DeployAngle = 0 

// Dockable pad 1
DeployTile = 9,5
DeployAngle = -45

// Dockable pad 2
DeployTile = 1,5
DeployAngle = 45

//AiResource = true
AiExit = true
Armour = Building
Health = 3000
Debris = DebrisLarge
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = BigExplosion
Score = 4
NumInfantryWhenGone = 3


[AKINSilo]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[AKINNoddingDonkey]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 100
Occupy = bb
Occupy = bb
Occupy = bb
Occupy = bb
Occupy = bb
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ObjectTypeWhenGone = CashCrate
ExplosionType = MidExplosion
CountsForStats = FALSE

[TLTransport]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ObjectTypeWhenGone = LeechCrate
NumInfantryWhenGone = 1
ExplosionType = SmExplosion
CountsForStats = FALSE


[IXTransport]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ObjectTypeWhenGone = ProjectorCrate
NumInfantryWhenGone = 1
ExplosionType = SmExplosion




[AKINDrKynes]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
NumInfantryWhenGone = 2
ObjectTypeWhenGone = FRADVFremen
ExplosionType = MidExplosion
CountsForStats = FALSE


[INMartHouse]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 100
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INMartHouse2]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INPalace]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = BigExplosion
CountsForStats = FALSE

[INStore]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INStore2]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb

Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = MidExplosion

[INWorkshop]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Occupy = b
Occupy = b
Armour = Light
Debris = DebrisSmall
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE


[AKINhungfigure]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 0
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
CountsForStats = FALSE

[AKINhungfigure2]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 0
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
CountsForStats = FALSE

[AKINhungfigure3]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 0
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
CountsForStats = FALSE

[AKINhungfigure4]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 0
ViewRange = 10
PowerUsed = 0
Occupy = bb 
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
CountsForStats = FALSE

[GPINSpotlight]
House = Incidental //was Harkonnen			 		
Terrain = Rock
Cost = 0
ViewRange = 10
PowerUsed = 0
BuildTime = 309 //Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
//TurretAttach  = SpotlightBase, SpotlightGun - not needed
AiDefence = true
Armour = Heavy
Health = 3000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = SmExplosion
Score = 3
NumInfantryWhenGone = 1
UnstealthRange = 3
UpgradedPrimaryRequired = TRUE
DisableWithLowPower = TRUE
RoofHeight=80
CountsForStats = FALSE

[INBuggyWreck]
House = Incidental
StormDamage=10 //only damages is never picked up			 		
Terrain = Rock, Sand
Cost = 0
ViewRange = 10
PowerUsed = 0
BuildTime = 309 //Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
Armour = Heavy
Health = 2000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = Explosion
Score = 3
RoofHeight=80
ObjectTypeWhenGone = MoneyCrate
NumInfantryWhenGone = 1
CountsForStats = FALSE

[INHarvesterWreck]
House = Incidental
StormDamage=10 //only damages is never picked up
Terrain = Rock, Sand
Cost = 0
ViewRange = 10
PowerUsed = 0
BuildTime = 309 //Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
Armour = Heavy
Health = 2000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = Explosion
Score = 3
RoofHeight=80
ObjectTypeWhenGone = MoneyCrate
NumInfantryWhenGone = 1
CountsForStats = FALSE


[INMedicalWreck]
House = Incidental
StormDamage=10 //only damages is never picked up
Terrain = Rock, Sand
Cost = 0
ViewRange = 10
PowerUsed = 0
BuildTime = 309 //Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
Armour = Heavy
Health = 2000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = Explosion
Score = 3
RoofHeight=80
ObjectTypeWhenGone = MoneyCrate
NumInfantryWhenGone = 1
CountsForStats = FALSE


[INSandCrawlerWreck]
House = Incidental
StormDamage=10 //only damages is never picked up
Terrain = Rock, Sand
Cost = 0
ViewRange = 10
PowerUsed = 75
BuildTime = 309 //Converted from Dune 2000 data 23040/original figure
Occupy = bb
Occupy = bb
Armour = Heavy
Health = 2000
Debris = DebrisSmall
TechLevel = 4
ExplosionType = Explosion
Score = 3
RoofHeight=80
ObjectTypeWhenGone = MoneyCrate
NumInfantryWhenGone = 1
CountsForStats = FALSE




[CNINATTree4]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
HideUnitOnRadar = TRUE
CountsForStats = FALSE

[CNINATTree3]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
HideUnitOnRadar = TRUE
CountsForStats = FALSE


[CNINATTree2]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
HideUnitOnRadar = TRUE
CountsForStats = FALSE


[CNINATTree]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
HideUnitOnRadar = TRUE
CountsForStats = FALSE



[HKINTrafford]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINTYower]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINTwafford]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINStephouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = dbbbd
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINRockHouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINPyramid]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINMossPalace]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINHut]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINHexHouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINHammock]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINApartments]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINTennament]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINTennament2]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[BirdBuilding]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
Selectable = false
CountsForStats = FALSE

[Ship]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
Selectable = false
ExplosionType = MidExplosion
CountsForStats = FALSE

[Seaguls]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
Selectable = false

[Whale]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
Selectable = false

[PenguinRock]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
Selectable = false



[HKINTownhall]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bddb
Occupy = dbbd
Occupy = dbbd
Occupy = bddb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINSultan]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = ddbbbdd
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = ddbbbdd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINGiediRef]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Occupy = bddb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ATINSultan]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = ddbbbdd
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = ddbbbdd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE



[HLINLighGate]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HLINMHut]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = dbdd
Occupy = bbbb
Occupy = bdbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HLINMHut2]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[GPSFXLavasmoke]
House = Incidental
PrimaryBuilding = 	
Health = 100000	\\ Large health as it is an effect not a building		
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1

[GPSFXLavasmokeNL]
House = Incidental
PrimaryBuilding = 	
Health = 100000	\\ Large health as it is an effect not a building		
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1

[GPSFXGreensmoke]
House = Incidental
PrimaryBuilding = 	
Health = 100000	\\ Large health as it is an effect not a building		
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1

[GPSFXGreensmokeNL]
House = Incidental
PrimaryBuilding = 	
Health = 100000	\\ Large health as it is an effect not a building		
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1




[HLINOxygen]
House = Incidental
PrimaryBuilding = 	
Health = 3000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = ddbbbbbb
Occupy = ddbbbbbb
Occupy = bbbbbbbb
Occupy = bbbbbbbb
Occupy = bbbbbbdd
Occupy = bbbbbbdd
Occupy = ddbbdddd
Armour = Heavy
Debris = DebrisSmall	
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = MidExplosion
CountsForStats = FALSE

[IXWindtrap]
RoofHeight=70
House = IX
StormDamage=10 //only damages is never picked up
Group = SmWindtrap	
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Health = 100
Terrain = Rock
Cost = 225
ViewRange = 10
PowerGenerated = 100
BuildTime = 240
Occupy = bb
Occupy = bb
//AiCritical = true
Armour = Building
Health = 3000
Debris = DebrisSmall
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = Explosion
Score = 2
NumInfantryWhenGone = 1
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE
CountsForStats = FALSE

[IXWall]
Group = Wall
House = IX
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATConYard, ORConYard, HKConYard
Terrain = Rock
Cost = 20
BuildTime = 60	
ViewRange = 10
Wall = true
Selectable = false
Occupy = b
Armour = Building
Health = 2000
TechLevel = 1
ExplosionType = SmExplosion
CountsForStats = FALSE


[HLINElectricVent]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = dbbbbd
Occupy = bbbbbb
Occupy = bbbbbb
Occupy = bbbbbb
Occupy = bbbbbb
Occupy = dbbbbd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINHouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbbdd
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbdd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINHouse2]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = dbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = dbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINHouse3]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[HKINHouse5]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbb
Occupy = bbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE




[ORINTower]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ORINTower2]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ORINTownHall]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = dbdbd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ORINHall]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = nnbbbbbnn
Occupy = nnbbbbbnn
Occupy = bbbbbbbbb
Occupy = nnbbbbbnn
Occupy = nnnbbbnnn
Occupy = nnnbbbnnn
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = BigExplosion
CountsForStats = FALSE


[ATINBrancastle]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = ddbbdd
Occupy = ddbbbd
Occupy = bbbbbb
Occupy = bbbbbb 
Occupy = dbbbbb
Occupy = dbbbbd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ATINEagleHouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb 
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ATINStPauls]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = ddbbbdd
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb 
Occupy = ddbbbdd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE



[ATINHouse2]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbb
Occupy = bbbb
Occupy = ddbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ATINHouse3]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Occupy = ddbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ATINHouse4]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbbb
Occupy = bbbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE



[ORINBubbleHouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
//Occupy = bbbdd
//Occupy = bbbbb
//Occupy = bbbdd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE




[ORINIndi]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = dbbbbbd
Occupy = dbbbbbd
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = dbbbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[ORINOuthouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE
CountsForStats = FALSE




[ORINSnakeHouse]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = bbbbb
Occupy = dbbbd
Occupy = dbbbd
Occupy = ddbdd
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE
[GURefinery]
Refinery = true
Group = Refinery
House = Guild
StormDamage=10 //only damages is never picked up
Terrain = Rock, Sand
Cost = 1500
Health = 5000
ViewRange = 10
//SpiceCapacity = 8000
GetUnitWhenBuilt = Harvester
Occupy = sssssss
Occupy = sssssss
Occupy = sssssss
Occupy = nbdddbn
Occupy = nbdddbn
Occupy = nbdddbn
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Debris = DebrisLarge

// Main pad
DeployTile = 2,0
DeployAngle = 0 

// Dockable pad 1
DeployTile = 9,5
DeployAngle = -45

// Dockable pad 2
DeployTile = 1,5
DeployAngle = 45

//AiResource = true
AiExit = true
Armour = Heavy
Health = 3000
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = BigExplosion

[GUWormhead]
House = Guild
PrimaryBuilding = 	
Health = 50000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Armour = Heavy

Occupy = bbbbbbb  //added
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb  
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb
Occupy = bbbbbbb

//Occupy = nnbbbbbbbbbbbbbnnnn
//Occupy = nnbbbbbbbbbbbbbnnnn
//Occupy = nnbbbbbbbbbbbbbnnnn
//Occupy = nbbbbbbbbbbbbbbnnnn
//Occupy = nbbbbbbbbbbbbbbbbnn
//Occupy = bbbbbbbbbbbbbbbbbnn
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = bbbbbbbbbbbbbbbbbbb
//Occupy = nnbbbbbbbbbbbbbnnbb
//Occupy = nnbbbbbbbbbbbbbnnbb


Armour = Light
Debris = DebrisSmall	
TechLevel = 1

[GUbubble]
House = Guild
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
//Occupy = bb
//Occupy = bb
//Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE


[GUpyramid]
House = Guild
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbbbb
Occupy = bbbbbb
Occupy = bbbbbb
Occupy = bbbbbb
Occupy = bbbbbb
Occupy = bbbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = BigExplosion
CountsForStats = FALSE

[GUglasstank]
House = Guild
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock, Sand
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
Occupy = bbb
//Occupy = bb
//Occupy = bb
//Occupy = bb
//Occupy = bb
//Occupy = bb
//Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE










[INIXTower]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INIXTower2]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 100			
Terrain = Rock
Cost = 1000
ViewRange = 10
PowerUsed = 0
Occupy = bb
Occupy = bb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INIXDome]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 100			
Terrain = Rock
Cost = 1000
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INFRCampfire]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Selectable = false
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
CountsForStats = FALSE

[INFRTent]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INFRTent2]
House = Incidental
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INGUCyclopseHouse]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INGUJackelHouse]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INIMShed]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[IMMonument]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = SmExplosion
CountsForStats = FALSE

[SMStarport]
RoofHeight=70
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = ssssssss
Occupy = ssssssss
Occupy = ssssssss
Occupy = dddddddd
Occupy = dddddddd
Occupy = dddddddd
Occupy = bdddddbb
Occupy = bdddddbb
Occupy = bdddddbb
Occupy = bbbbbbbb
Occupy = bbbbbbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = BigExplosion
CountsForStats = FALSE

[INIMShed2]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 1000			
Terrain = Rock
Cost = 100
ViewRange = 10
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE

[INTLWindtrap]
RoofHeight=70
House = Incidental
StormDamage=10 //only damages is never picked up	
Group = SmWindtrap	
Terrain = Rock
Cost = 200
ViewRange = 10
BuildTime = 240
PowerGenerated = 100		
Debris = DebrisSmall
Occupy = bb
Occupy = bb
Armour = Building
Health = 1500
TechLevel = 1
CanBeEngineered = TRUE
ExplosionType = Explosion
NumInfantryWhenGone = 1
Score = 2
ExcludeFromSkirmishLose = TRUE
ExcludeFromCampaignLose = TRUE
CountsForStats = FALSE



[INBarrel1]
House = Incidental
PrimaryBuilding = 	
Health = 10
Terrain = Rock
Cost = 100
ViewRange = 0
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = BarrelBomb
StormDamage=0	//
CountsForStats = FALSE

[INCrash]
House = Incidental
PrimaryBuilding = 	
Health = 10
Terrain = Rock
Cost = 100
ViewRange = 0
PowerUsed = 0
Occupy = bbb
Occupy = bbb
Occupy = bbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = SmExplosion
CountsForStats = FALSE

[TLINGreenhouse]
House = Incidental
StormDamage=10 //only damages is never picked up
PrimaryBuilding = 	
Health = 10
Terrain = Rock
Cost = 100
ViewRange = 0
PowerUsed = 0
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Occupy = bbbb
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = MidExplosion
CountsForStats = FALSE



[INBarrel2]
House = Incidental
PrimaryBuilding = 	
Health = 10
Terrain = Rock
Cost = 100
ViewRange = 0
PowerUsed = 0
Occupy = b
Armour = Light
Debris = DebrisSmall	
TechLevel = 1
ExplosionType = BarrelBomb
StormDamage=0	//
CountsForStats = FALSE













































//---------------------
//Unit Attributes
//---------------------


//Generic Units
[Harvester]
Score = 4
StormDamage=10 //only damages is never picked up
UnloadRate = 2
PrimaryBuilding = HKFactory, ATFactory, ORFactory//can be built in any factory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1000
BuildTime = 504
Size = 3
Speed = 4.0						//game coord per update
TurnRate = 0.15					//radians per update
Resource = HKRefinery, ATRefinery, ORRefinery		//where to unload
SpiceCapacity = 700				//maximum cash value of spice carried
Armour = Harvester
Health = 3500
Harvester = TRUE
//SoundSelected = HarvesterSelected
//SoundOrdered = HarvesterOrdered
ExplosionType = Explosion
ViewRange = 4,6,InfRock
Debris = DebrisLarge
AiUncontrolled = TRUE
AiCritical = TRUE
TechLevel = 2
Starportable = TRUE				//can order from starport
ReinforcementValue = 5
//TurretAttach = GharvesterLight
Crushes = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
TastyToWorms = TRUE
WormAttraction = 2
CrateGift = TRUE
AlertString IngameMessages HarvAttack	// strings.txt message for alert
AlertTimeOut 300					// 300 ticks until another alert
ExcludeFromSkirmishLose = TRUE
DisableIfNoSpiceOnMap=TRUE
Roofheight = 44
AIThreat = 5

[MCV]
Score = 4
MCV = TRUE
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKFactory, ATFactory, ORFactory 
UnitGroup = FromFactory
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 2000
BuildTime = 864
Size = 3
Speed = 4.0						//game coord per update
TurnRate = 0.175	//was 0.1				//radians per update
Armour = Heavy
Health = 4500
Resource = ATConYard, HKConYard, ORConYard
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 12,14,InfRock
Debris = DebrisLarge
AiSpecial = TRUE
TechLevel = 2
Starportable = TRUE				//can order from starport
ReinforcementValue = 7
Crushes = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
TastyToWorms = TRUE
WormAttraction = 1
CrateGift = TRUE
RoofHeight = 52
AIThreat = 5

[Carryall]
Score = 3
Projectable = FALSE
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKHanger, ATHanger, ORHanger 
UnitGroup = FromHanger //can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1100
Size = 3
Speed = 20//10 //4.0 temp change to make all aircraft fly at same speed						//game coord per update
BuildTime = 450
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 1600
CanFly = TRUE
Carryall = TRUE
Circles = TRUE
Selectable = FALSE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = AerialExplosion
Debris = DebrisMedium
AiUncontrolled = TRUE
AlertString IngameMessages CarryAttack	// strings.txt message for alert
AiCritical = TRUE 
TechLevel = 5
Starportable = TRUE				//can order from starport
//ReinforcementValue = 6
DamageEffect = LargeDamageFX
ExcludeFromSkirmishLose = TRUE
DisableIfNoSpiceOnMap=TRUE




// Atreides Infantry

[ATKindjal]
Score = 2
DeployInf = TRUE
House = Atreides
StormDamage=74	// (1*64)+10
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 150
BuildTime = 144
Size = 1
Speed = 4.0						//game coord per update
TurretAttach = ATKindjalGun, ATKindjalBigGun 
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 600
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 00
ViewRange = 10
AiFoot = TRUE
TechLevel = 4
ReinforcementValue = 3
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 50

// LEVEL 1 ----------------------------------
VeterancyLevel = 2	// Score required
Health = 800
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
CanSelfRepair = 1

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
Elite = TRUE
//ExtraRange = 50 - removed // 50% more range
ExtraDamage = 100		// 100% more damage - applied to all weapons

[ATInfantry]
Score = 2
House = Atreides
StormDamage=138	// (2*64)+10
PrimaryBuilding = ATBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 60
BuildTime = 87
Size = 1
Speed = 6.0						//game coord per update
TurretAttach = ATInfGun 
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 600
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 16
ViewRange = 7
AiFoot = TRUE
TechLevel = 1
ReinforcementValue = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 20



// LEVEL 1 ----------------------------------
VeterancyLevel = 5	// Score required
Health = 800
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
CanSelfRepair = 1

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
Elite = TRUE
ExtraArmour = 50 //50% less damage received
[ATScout]
Score = 1
House = Atreides
StormDamage=202	// (3*64)+10
PrimaryBuilding = ATBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 30
BuildTime = 65
Size = 1
Speed = 7.0						//game coord per update 
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 200
Infantry = true
StealthedWhenStill = TRUE					//stealth
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 40
ViewRange = 20
AiCritical = TRUE
TechLevel = 1
//ReinforcementValue = -1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
UnstealthRange = 5
ExcludeFromSkirmishLose = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 0




[ATSniper]
Score = 2
House = Atreides
StormDamage=74	// (1*64)+10
PrimaryBuilding = ATBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 150
BuildTime = 99
Size = 1
Speed = 6.0						//game coord per update
TurretAttach = ATSniperGun 
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 600
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 6
ViewRange = 15
AiFoot = TRUE
TechLevel = 2
ReinforcementValue = 2
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 30


// LEVEL 1 ----------------------------------
VeterancyLevel = 4		// Score required
ExtraArmour = 50 //50% less damage received

// LEVEL 2 ----------------------------------
VeterancyLevel = 12
CanSelfRepair = 1

// LEVEL 3 ----------------------------------
VeterancyLevel = 30
Elite = TRUE
StealthedWhenStill = TRUE					//stealth


[ATEngineer]
Score = 2
House=Atreides
StormDamage=74	// (2*64)+10
Engineer = TRUE
PrimaryBuilding = ATBarracks
UnitGroup = FromBarracks
UpgradedPrimaryRequired = TRUE
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 400
BuildTime = 350  //was 144
Size = 1
Speed = 4.0 //was 5.0			//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 400
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = EngineerSelected
//SoundOrdered = EngineerOrdered
//SoundID = 35
ViewRange = 6
AiSpecial = TRUE
TechLevel = 3
//ReinforcementValue = 5
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
CrateGift = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 100






//Harkonnen Infantry

[HKLightInf]
Score = 2
House = Harkonnen
StormDamage=138	// (2*64)+10
PrimaryBuilding = HKBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 50
BuildTime = 87
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per tick
TurretAttach = HKLightInfantryGun 
Armour = None, 50, InfRock
Health = 600
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 6
AiFoot = TRUE
TechLevel = 1
ReinforcementValue = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 4
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 20



// LEVEL 1 ----------------------------------
VeterancyLevel = 3	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
CanSelfRepair = 1		// Need 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

 [HKFlamer]
Score = 2
House = Harkonnen
StormDamage=74	// (1*64)+10
PrimaryBuilding = HKBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 150
BuildTime = 144
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per tick
TurretAttach = HKFlamerGun 
Armour = BPV, 50, InfRock
Health = 800
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 18
ViewRange = 12
AiFoot = TRUE
TechLevel = 4
ReinforcementValue = 3
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 4
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
ExplosionType = CrushedInfantry
AIThreat = 40


// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
CanSelfRepair = 1		// Need 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage


[HKTrooper]
Score = 2
House = Harkonnen
StormDamage=74	// (1*64)+10
PrimaryBuilding = HKBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 90
BuildTime = 99
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per tick
TurretAttach = HKTrooperGun 
Armour = None, 50, InfRock
Health = 300
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 9
ViewRange = 12
AiFoot = TRUE
TechLevel = 2
ReinforcementValue = 2
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 4
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 40


// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
CanSelfRepair = 1		// Need 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage


[HKScout]
Score = 1
House = Harkonnen
StormDamage=202	// (3*64)+10
PrimaryBuilding = HKBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 30
BuildTime = 86
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per tick 
Armour = None, 50, InfRock
Health = 200
Infantry = true
StealthedWhenStill = TRUE					//stealth
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 1
ViewRange = 20
AiCritical = TRUE
TechLevel = 1
//ReinforcementValue = -1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 4
CanMoveAnyDirection = TRUE
UnstealthRange = 5
ExcludeFromSkirmishLose = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 0




[HKEngineer]
Score = 2
House=Harkonnen
StormDamage=74	// (1*64)+10
Engineer = TRUE
PrimaryBuilding = HKBarracks
UnitGroup = FromBarracks
UpgradedPrimaryRequired = TRUE
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 400
BuildTime = 350  //was 144
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 600
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = EngineerSelected
//SoundOrdered = EngineerOrdered
//SoundID = 53
ViewRange = 6
AiSpecial = TRUE
TechLevel = 3
TurretAttach = HKEngineerGun
//ReinforcementValue = 5
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 4
CanMoveAnyDirection = TRUE
CrateGift = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 100

//Made this one easier than normal as the weapon is crap
// LEVEL 1 ----------------------------------
VeterancyLevel = 2	// Score required
ExtraArmour = 25 		//Takes 25% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 6
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 12
ExtraArmour = 75	// Takes 75% less damage 









// Ordos Infantry

[ORMortar]
Score = 2
DeployInf = TRUE
House = Ordos
StormDamage=74	// (1*64)+10
PrimaryBuilding = ORBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 100
BuildTime = 144
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per tick
TurretAttach = ORMortarInfGun, ORMortarInfBigGun
Armour = None, 50, InfRock
Health = 700
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 42
ViewRange = 8
AiFoot = TRUE
TechLevel = 4
ReinforcementValue = 3
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 40


// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
CanSelfRepair = 1 

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50		// 50% more damage - applied to all weapons


 [ORChemical]
Score = 2
House = Ordos
StormDamage=138	// (2*64)+10
PrimaryBuilding = ORBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 50
BuildTime = 87
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per tick
TurretAttach = ORChemicalGun
Armour = None, 50, InfRock
Health = 575 
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 25
ViewRange = 8
AiFoot = TRUE
TechLevel = 1
ReinforcementValue = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 20

// LEVEL 1 ----------------------------------
VeterancyLevel = 3	// Score required
CanSelfRepair = 1 

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50



[ORScout]
Score = 1
House = Ordos
StormDamage=202	// (3*64)+10
PrimaryBuilding = ORBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 30
BuildTime = 65
Size = 1
Speed = 8.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 200
Infantry = true
StealthedWhenStill = TRUE					//stealth
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 2
ViewRange = 20
AiCritical = TRUE
TechLevel = 1
//ReinforcementValue = -1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
UnstealthRange = 5
ExcludeFromSkirmishLose = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 0




[ORAATrooper]
Score = 2
House = Ordos
StormDamage=74	// (1*64)+10
PrimaryBuilding = ORBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 100
BuildTime = 99
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per tick
TurretAttach = ORAATrooperGun
Armour = None, 50, InfRock
Health = 300
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 23
ViewRange = 8
AiFoot = TRUE
TechLevel = 2
ReinforcementValue = 2
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 40


// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
CanSelfRepair = 1 

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50		// 50% more damage - applied to all weapons


[ORSaboteur]
Score = 2
Saboteur = TRUE
House = Ordos
StormDamage=74	// (1*64)+10
PrimaryBuilding = ORBarracks
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 150
BuildTime = 260
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 600
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 15
ViewRange = 8
AiSpecial = TRUE
TechLevel = 5
ReinforcementValue = 6
//No turret, uses SaboteurBomb as a bullet
Resource = SaboteurBomb
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
CrateGift = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
ExplosionType = SabotuerDeath
AIThreat = 50





[OREngineer]
Score = 2
House=Ordos
StormDamage=74	// (1*64)+10
Engineer = TRUE
PrimaryBuilding = ORBarracks
UnitGroup = FromBarracks
UpgradedPrimaryRequired = TRUE
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 400
BuildTime = 350  //was 144
Size = 1
Speed = 4.0    //was 6.0		  //game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 400
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = EngineerSelected
//SoundOrdered = EngineerOrdered
//SoundID = 20
ViewRange = 6
AiSpecial = TRUE
TechLevel = 3
//ReinforcementValue = 5
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
CrateGift = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 100




//Story Generals

[ORGeneral]
// Score ?
House = Ordos
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 40
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 700
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 1
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 4
AIThreat = 60




[ATGeneral]
House = Atreides
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 400
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = Earplugs, 50, InfRock
Health = 1000 //High as used for Duke
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TurretAttach = IMSardaukarGun
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 4
AIThreat = 60

// LEVEL 1 ----------------------------------
VeterancyLevel = 5	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
CanSelfRepair = 1		// Need 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[DukeAchillus]
House = Atreides
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 400
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = Earplugs, 50, InfRock
Health = 3500 //High as used for Duke
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TurretAttach = IMSardaukarGun
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 4
AIThreat = 60

// LEVEL 1 ----------------------------------
VeterancyLevel = 5	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
CanSelfRepair = 1		// Need 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage


[HKGeneral]
House = Harkonnen
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 40
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 700
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 4
AIThreat = 60




[IMGeneral]
AdvancedSardaukar = TRUE
MaxRange = 5	// Range infantry must be in for him to use his knife
House = Imperial
StormDamage=10 //only damages is never picked up
UnitGroup = FromIMBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 650
BuildTime = 589
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = IMADVSardaukarGun, IMADVSardaukarKnife 
Armour = None, 50, InfRock
Health = 750
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiFoot = TRUE
TechLevel = 5
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 4
Crushable = TRUE
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
ExplosionType = CrushedInfantry
Score = 4
AIThreat = 60




[IXScientist]
House = Ix
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 40
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 700
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 4
AIThreat = 60

[GUAdvisor]
House = Ix
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 40
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 700
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 4
AIThreat = 60




[TLScientist]
House = Tleilaxu
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 40
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 700
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 3
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 4
AIThreat = 60



[IXSlave]
House = Ix
StormDamage=10 //only damages is never picked up
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 40
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 300
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiSpecial = TRUE
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = False
WormAttraction = 3
TurretAttach = IXSlaveKnife
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 2
AIThreat = 40


//Non stealth scout for mission purposes
[CubScout]
StormDamage=10 //only damages is never picked up
Score = 1
House = Incidental
UnitGroup = FromBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 40
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per tick 
Armour = None, 50, InfRock
Health = 200
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 20
AiCritical = TRUE
TechLevel = 1
//ReinforcementValue = -1
Crushable = TRUE
TastyToWorms = FALSE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
WormAttraction = 4
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
AIThreat = 40


[ATMilitia]
StormDamage=10 //only damages is never picked up
Score = 2
House = Atreides
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 160
BuildTime = 87
Size = 1
Speed = 6.0						//game coord per update
TurretAttach = ATInfGun 
TurnRate = 0.2					//radians per tick
Armour = None, 50, InfRock
Health = 300
Infantry = true
CanBeSuppressed = TRUE
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 7
AiFoot = TRUE
TechLevel = 1
Crushable = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = TRUE
WormAttraction = 3
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
CanBeRepaired = FALSE
Score = 2
AIThreat = 40








//Harkonnen Vehicles
[HKDevastator]
Score = 4
Devastator = TRUE
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKFactory				//only built in HKFactory
SecondaryBuilding = HKStarport, ORStarport, ATStarport
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1750
BuildTime = 648
Size = 2
Speed = 8.0
MechSpeed = 1						//game coord per update
TurnRate = 0.15					//radians per update
Mech = 1							// Yes it's a mech
TurretAttach = HKDevastatorGun, HKDevastatorMissile
Armour = Heavy
Health = 5000
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 44
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisLarge
AiSpecial = TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 10
Crushes = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 8
Resource = DeathHandBomb	//bomb when to deploy it
CrateGift = TRUE
//CanBeRepaired = FALSE
Roofheight = 77
AIThreat = 100

// LEVEL 1 ----------------------------------
VeterancyLevel = 13	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 30
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 60
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

 [HKFlame]
Score = 3
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKFactory				//only built in HKFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 900
Size = 2
BuildTime = 499
Speed = 6.0						//game coord per update
TurnRate = 0.175					//radians per update
TurretAttach = HKFlameTankRight, HKFlameTankLeft
Armour = Medium
Health = 1800
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 4
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 6
UpgradedPrimaryRequired = TRUE
Crushes = TRUE
TastyToWorms = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
WormAttraction = 7
GetsHeightAdvantage = FALSE
//CanBeRepaired = FALSE
AIThreat = 80


// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[HKMissile]
Score  = 3
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKFactory				//only built in HKFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 1200
BuildTime = 589
Size = 2
Speed = 6.0						//game coord per update
TurnRate = 0.175					//radians per update
TurretAttach = HKMissileTankBarrage
Armour = Heavy
Health = 1100
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 33
ExplosionType = Explosion
ViewRange = 4,14,InfRock
Debris = DebrisMedium
AiSpecial = TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 7
Crushes = TRUE
TastyToWorms = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
WormAttraction = 6
//CanBeRepaired = FALSE
AIThreat = 85

// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[HKAssault]
Score = 4
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKFactory				//only built in HKFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 900
BuildTime = 492
Size = 2
Speed = 5.0     //was 6.0			//game coord per update
TurnRate = 0.175					//radians per update
TurretAttach = HKAssaultTankBase
Armour = Heavy
Health = 2400// 2000
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 11
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisLarge
AiTank = TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 6
Crushes = TRUE
TastyToWorms = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
WormAttraction = 7
GetsHeightAdvantage = FALSE
//CanBeRepaired = FALSE
AIThreat = 70


// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[HKBuzzsaw]
Score = 2
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKFactory				//only built in HKFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 350
BuildTime = 180  //was 260
Size = 2
Speed = 8.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = HKBuzzsawRight, HKBuzzsawLeft
SpecialGround = Sand
Armour = Light
Health = 1300   //was 1100
RemoveSpice = 200
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 19
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 5
Crushes = TRUE
TastyToWorms = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
WormAttraction = 5

CantBeLeeched = true
GetsHeightAdvantage = FALSE
//CanBeRepaired = FALSE
PrefersCrush = TRUE
RoofHeight = 55
SinkAmount = 18
SinkSpeed = 2
AIThreat = 50

// LEVEL 1 ----------------------------------
VeterancyLevel = 8	// Score required
Speed = 12.0

// LEVEL 2 ----------------------------------
VeterancyLevel = 20
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 40
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[HKGunship]
Score = 3
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKHanger				 //only built in HKHanger
UnitGroup = FromHanger
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1000
BuildTime = 499
Size = 2
Speed = 10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.05					//radians per update
Armour = Aircraft
Health = 2600
CanFly = TRUE
Ornithoptor = TRUE
Resource = HKHelipad
TurretAttach = HKGunshipGun
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = AerialExplosion
Debris = DebrisMedium
AiAir= TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if hk)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
//CanBeRepaired = FALSE
AIThreat = 80




// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25
// Need another turret to carry more!

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[HKADP]
// Copied attribs from HKGunship
Score = 2
Holdback = TRUE
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKHanger				 //only built in HKHanger
UnitGroup = FromHanger
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1500
BuildTime = 750
Size = 2
Speed = 2 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.2					//radians per update
Armour = Aircraft
Health = 1200
CanFly = TRUE
ADF = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = AerialExplosion
TurretAttach  = HKADPGun
Debris = DebrisMedium
TechLevel = 1
//Starportable = TRUE				//order from starport (if hk)
//ReinforcementValue = 8
//UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
ViewRange = 4, 8
AiSpecial = TRUE
//ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 80
//CanBeRepaired = FALSE
RangeIndicator = 10
RangeMask = 1
// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25
// Need another turret to carry more!

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage




[HKInkVine]
Score = 3
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKFactory				//only built in HKFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 1000
BuildTime = 589
Size = 2
Speed = 8.0						//game coord per update
TurnRate = 0.175   //was 0.05				//radians per update
TurretAttach = HKInkVineGun
Armour = Heavy
Health = 2000  //was 1200
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 51
ExplosionType = Explosion
ViewRange = 4,16,InfRock
AiTank = TRUE
TechLevel = 2
Starportable = TRUE				//order from starport (if ordos)
ReinforcementValue = 7
Crushes = TRUE
TastyToWorms = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
WormAttraction = 7
//CanBeRepaired = FALSE
AIThreat = 70


// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[HKDeathHand]
DeathHand = TRUE
House = Harkonnen
PrimaryBuilding = HKPalace				
UnitGroup = FromHKPalace
Cost = 0
BuildTime = 5184
Speed = 40//20
//SoundID = 37
//No turret, uses DeathHandBomb as a bullet
Resource = DeathHandBomb
ExplosionType = DeathHandSplat	// object left after explosion
Size = 3					//need to stop assert
Terrain = Rock, Sand, NBRock, Ramp	//need to stop assert
AiSpecial=TRUE
CanDie = FALSE

[HKADVCarryall]
Score = 3
House = Harkonnen
StormDamage=10 //only damages is never picked up
PrimaryBuilding = HKHanger 
UnitGroup = FromHanger
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1800
BuildTime = 648
Size = 3
Speed = 17//10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 900
Circles = FALSE
CanFly = TRUE
AdvancedCarryall = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
//SoundID = 8
ExplosionType = AerialExplosion
Debris = DebrisLarge
AiAir = TRUE
TechLevel = 3
Starportable = TRUE				//order from starport (if hk)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
CrateGift = TRUE
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
//CanBeRepaired = FALSE
AIThreat = 70




//Atreides

[ATTrike]
Score = 2
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATFactory				 //only built in ATFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 300
BuildTime = 150  //was 260
Size = 2
Speed = 12.0						//game coord per update
TurnRate = 0.3					//radians per update
Armour = Light
Health = 1200  //was 1000
TurretAttach = ATTrikeGun
SpecialGround = Sand
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 45
ExplosionType = SmExplosion
ViewRange = 4,8,InfRock
Debris = DebrisSmall
AiTank = TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if atreides)
ReinforcementValue = 5
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4
HitSlowDownAmount = 50			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
GetsHeightAdvantage = FALSE
AIThreat = 50
MissileTrail=6
MissileTrailSize=9
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=10
MissileTrailLength = 12
MissileTrailDelta = 0.9
SinkAmount = 1
SinkSpeed = 2
SpecialGround = Sand




// LEVEL 1 ----------------------------------
VeterancyLevel = 8	// Score required
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 20
Speed = 20.0

// LEVEL 3 ----------------------------------
VeterancyLevel = 40
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraRange = 50		// 50% more range - applied to all weapons

[ATAPC]
Score = 3
APC = TRUE
StealthedWhenStill = TRUE
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATFactory				 //only built in ATFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 600
BuildTime = 499
Size = 2
Speed = 8.0						//game coord per update
TurnRate = 0.175  //was 0.1				//radians per update
TurretAttach = ATAPCBase
Armour = Medium
Health = 1200
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 3
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiSpecial = TRUE
TechLevel = 3
Starportable = TRUE				//order from starport (if atreides)
ReinforcementValue = 6
UpgradedPrimaryRequired = TRUE
Crushes = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 5
HitSlowDownAmount = 50			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
GetsHeightAdvantage = FALSE
AIThreat = 70


// LEVEL 1 ----------------------------------
VeterancyLevel = 8	// Score required
ExtraArmour = 50

// LEVEL 2 ----------------------------------
VeterancyLevel = 20
Speed = 12.0

// LEVEL 3 ----------------------------------
VeterancyLevel = 40
ExtraArmour = 75

[ATRepairUnit]
Score = 3 	// ?
Repair = true
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATFactory				 //only built in ATFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 650
BuildTime = 589
Size = 2
Speed = 8.0						//game coord per update
TurnRate = 0.175   // 0.1			//radians per update
Armour = Medium
Health = 1100
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 24
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisSmall
AiSpecial = TRUE
TechLevel = 2
Starportable = TRUE				//order from starport (if atreides)
ReinforcementValue = 6
Crushes = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 5
CrateGift = TRUE
HitSlowDownAmount = 50			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
GetsHeightAdvantage = FALSE
AIThreat = 10




 [ATMongoose]
Score = 3
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATFactory				 //only built in ATFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 800
BuildTime = 460
Size = 2
Speed = 10 //4.0 pontential problem for mechs		//game coord per update
MechSpeed = 3
TurnRate = 0.2					//radians per update
Mech = 1
TurretAttach = ATMongooseMissile		//MLF:BUG , ATMongooseLight
Armour = Medium
Health = 1600
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 28
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 3
Starportable = TRUE				//order from starport (if atreides)
ReinforcementValue = 6
Crushes = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 6
CanMoveAnyDirection = TRUE
HitSlowDownAmount = 30			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
AIThreat = 80
RoofHeight = 45

// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
ExtraRange = 50		// 50% further range

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 75


[ATOrni]
Score = 3
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATHanger				 //only built in ATFactory
UnitGroup = FromHanger
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1000
BuildTime = 499
Size = 2
HeightOffset = 8
Speed = 20 //10 //7.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Aircraft
Health = 1600
CanFly = TRUE
Ornithoptor = TRUE
Resource = ATHelipad
TurretAttach = ATOrnithopterGun
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
//SoundID = 41
ExplosionType = AerialExplosion
Debris = DebrisMedium
AiAir = TRUE
TechLevel = 5
Starportable = TRUE				//order from starport (if atreides)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
HitSlowDownAmount = 50			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 80




// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
Speed = 30		// Careful - don't go above 32!

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

[ATADP]
// Copied attribs from ATOrni
Score = 2
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATHanger				 //only built in ATFactory
UnitGroup = FromHanger
Terrain = Rock, Sand, NBRock, Ramp
Cost = 800
BuildTime = 499
Size = 2
TurretAttach = ATADPGun
HeightOffset = 8
Speed = 20 //10 //7.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Aircraft
Health = 1200
CanFly = TRUE
Circles = TRUE
ADF = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = AerialExplosion
Debris = DebrisMedium
TechLevel = 6
//Starportable = TRUE				//order from starport (if atreides)
//ReinforcementValue = 8
//UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
//HitSlowDownAmount = 50			// Percent (100 = complete stop)
//HitSlowDownDuration = 100		// ticks
ViewRange = 10   //was 4, 8
AiSpecial = TRUE
ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 60
MissileTrail=7
MissileTrailSize=9
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=10
MissileTrailLength = 18
MissileTrailDelta = 0.9
Holdback = TRUE

// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
ExtraRange = 50		// 50% further range

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50





 [ATSonicTank]
Score = 4
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATFactory				 //only built in ATFactory
SecondaryBuilding = ATStarport, ORStarport, HKStarport
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1400
BuildTime = 648
Size = 2
Speed = 4.0						//game coord per update
TurnRate = 0.1					//radians per update
TurretAttach = ATSonicTankGun
Armour = Medium
Health = 2000
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 10
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisLarge
AiSpecial = TRUE
TechLevel = 7
Starportable = TRUE				//order from starport (if atreides)
ReinforcementValue = 10
Crushes = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 7
CrateGift = TRUE
HitSlowDownAmount = 50			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
GetsHeightAdvantage = FALSE
AIThreat = 100


// LEVEL 1 ----------------------------------
VeterancyLevel = 13	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons


// LEVEL 2 ----------------------------------
VeterancyLevel = 30
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 60
ExtraDamage = 25
ExtraRange = 50		// 50% extra range

[ATMinotaurus]
Score = 4
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATFactory				 //only built in ATFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 1300
BuildTime = 589
Size = 2
Speed = 8 //6.0	//3					//game coord per update
MechSpeed = 2
TurnRate = 0.15					//radians per update
Mech = 1
TurretAttach = ATMinotaurusBase
Armour = Heavy
Health = 2500
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 39
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisLarge
AiSpecial=TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if atreides)
ReinforcementValue = 7
Crushes = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 7
HitSlowDownAmount = 50			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
Roofheight = 44
AIThreat = 90


// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraArmour = 50
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
ExtraArmour = 75

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 75

[ATHawkWeapon]
HawkWeapon = TRUE
House = Atreides
PrimaryBuilding = ATPalace				
UnitGroup = FromATPalace
Cost = 0
BuildTime = 4536
//No turret, uses SaboteurBomb as a bullet
//SoundID = 36
Resource = ATPalaceBeam, Hawk_B	//Explosion FX
Size = 3					//need to stop assert
Terrain = Rock, Sand, NBRock, Ramp	//need to stop assert
AiSpecial=TRUE



[ATADVCarryall]
Score = 3
House = Atreides
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ATHanger 
UnitGroup = FromHanger
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1800
BuildTime = 648
Size = 3
Speed = 17//10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 900
CanFly = TRUE
Circles = FALSE
AdvancedCarryall = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
//SoundID = 7
ExplosionType = AerialExplosion
Debris = DebrisLarge
AiAir = TRUE
TechLevel = 3
Starportable = TRUE				//order from starport (if atreides)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
CrateGift = TRUE
//HitSlowDownAmount = 50 // Percent (100 = complete stop)
//HitSlowDownDuration = 100		// ticks
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
AIThreat = 70





//Ordos
[ORLaserTank]
Score = 3
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORFactory				//only built in ORFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp, DustBowl
Cost = 700
BuildTime = 432
Size = 2
Speed = 12.0						//game coord per update
HitSlowDownAmount = 75			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
TurnRate = 0.1 //0.05					//radians per update
TurretAttach = ORLaserTankBase
Armour = Medium
Health = 800
ShieldHealth = 300
CanSelfRepair = 1					//per model tick
CanSelfRepairShield = 1				//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 5
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 2
Starportable = TRUE				//order from starport (if ordos)
ReinforcementValue = 6
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 7
CanMoveAnyDirection = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 60
MissileTrail=6
MissileTrailSize=11
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=10
MissileTrailLength = 14
MissileTrailDelta = 0.9


// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
ExtraRange = 50		// 50% extra range

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50

[ORDustScout]
Score = 2
DustScout = TRUE
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORFactory				//only built in ORFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp, DustBowl
Cost = 350
BuildTime = 150  //was 260
Size = 2
Speed = 14.0						//game coord per update
TurnRate = 0.3 //0.05					//radians per update
Armour = Light
Health = 1100  //was 900
TurretAttach = ORDustGun
SpecialGround = DustBowl			//should be DustBowl
CanSelfRepair = 1					//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = SmExplosion
ViewRange = 4,8,InfRock
Debris = DebrisSmall
AiTank = TRUE
TechLevel = 1
Starportable = TRUE				//order from starport (if ordos)
ReinforcementValue = 5
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4
CanMoveAnyDirection = TRUE
HitSlowDownAmount = 75			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
GetsHeightAdvantage = FALSE
Roofheight = 10
AIThreat = 50


// LEVEL 1 ----------------------------------
VeterancyLevel = 8	// Score required
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 20
ExtraArmour = 75		// Takes 75% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 40
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraRange = 50		// 50% extra range



[ORAPC]
Score = 3
APC = TRUE
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORFactory				//only built in ORFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp, DustBowl
Cost = 900
BuildTime = 499
Size = 2
Speed = 10.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Light
Health = 500
ShieldHealth = 500 
CanSelfRepair = 1					//per model tick
CanSelfRepairShield = 1				//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 30
ExplosionType = Explosion
TurretAttach = ORAPCBase
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 2
Starportable = TRUE				//order from starport (if ordos)
ReinforcementValue = 6
UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 6
CanMoveAnyDirection = TRUE
HitSlowDownAmount = 75			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
AIThreat = 70
MissileTrail=6
MissileTrailSize=18
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=10
MissileTrailLength = 14
MissileTrailDelta = 0.9

// LEVEL 1 ----------------------------------
VeterancyLevel = 8	// Score required
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 20
Speed = 20

// LEVEL 3 ----------------------------------
VeterancyLevel = 40
ExtraArmour = 75


[ORKobra]
Score = 4
Kobra = TRUE
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORFactory				//only built in ORFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
UpgradedPrimaryRequired = TRUE
Cost = 1200
BuildTime = 589
Size = 3
Speed = 5.0						//game coord per update
TurnRate = 0.175     //was 0.05			//radians per update
TurretAttach = ORKobraUndeployedGun, ORKobraDeployedGun
Armour = Heavy
Health = 3000
CanSelfRepair = 1				//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 12
ExplosionType = Explosion
ViewRange = 4,16,InfRock
AiSpecial = TRUE
TechLevel = 2
Starportable = TRUE				//order from starport (if ordos)
ReinforcementValue = 7
Crushes = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
TastyToWorms = True
WormAttraction = 7
HitSlowDownAmount = 75			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
AIThreat = 90


// LEVEL 1 ----------------------------------
VeterancyLevel = 13	// Score required
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 30
ExtraDamage = 50

// LEVEL 3 ----------------------------------
VeterancyLevel = 60
Speed = 12.0
ExtraDamage = 75



[OREITS]
Score = 3
EyeInTheSky = TRUE
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORHanger				//only built in ORFactory
UnitGroup = FromHanger
Terrain = Rock, Sand, NBRock, Ramp
Cost = 2000 // see how this feels
BuildTime = 499
Size = 2
Speed = 7.0						//game coord per update
TurnRate = 0.2					//radians per update
ViewRange = 4,16,InfRock
Armour = Light
Health = 1750
CanFly = TRUE
HeightOffset = 20
ExplosionType = AerialExplosion
Resource  = EITSBomb_B		//trajectory bullet when detonated
CanSelfRepair = 1					//per model tick
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
//SoundID = 21
AiSpecial = TRUE
TechLevel = 2
Starportable = TRUE				//order from starport (if ordos)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
HitSlowDownAmount = 75			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 80



[ORADP]
// Copied attribs from OREITS
Score = 2
ADF = TRUE
Holdback = TRUE
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORHanger				//only built in ORFactory
UnitGroup = FromHanger
Terrain = Rock, Sand, NBRock, Ramp
Cost = 600			// TBD
BuildTime = 499		// TBD
Size = 2
Speed = 6 //7.0						//game coord per update
TurnRate = 0.2					//radians per update
ViewRange = 10  //was 4,16,InfRock
Armour = Light
Health = 1100
CanFly = TRUE
HeightOffset = 20
ExplosionType = AerialExplosion
//CanSelfRepair = 1					//per model tick
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
TechLevel = 6
//Starportable = TRUE				//order from starport (if ordos)
//ReinforcementValue = 8
//UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
HitSlowDownAmount = 75			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
//AiSpecial = TRUE
AirborneMine = TRUE		// We detonate when a target is in range
Resource = HEATADP_B		// The missile we use
Lifespan = 5			// The number of missiles
ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 70
RangeIndicator = 10
RangeMask = 2

[ORDeviator]
Score = 4
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORFactory				//only built in ORFactory
SecondaryBuilding = ORStarport, HKStarport, ATStarport
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp, DustBowl
Cost = 950
BuildTime = 648
Size = 2
Speed = 8.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Light
Health = 1300
ShieldHealth = 800
TurretAttach = ORDeviatorGun
CanSelfRepair = 1					//per model tick
CanSelfRepairShield = 1				//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 26
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiSpecial = TRUE
TechLevel = 7
Starportable = TRUE				//order from starport (if ordos)
ReinforcementValue = 10
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 6
CanMoveAnyDirection = TRUE
CrateGift = TRUE
HitSlowDownAmount = 75			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
AIThreat = 100
MissileTrail=6
MissileTrailSize=11
MissileTrailWiggleFreq = 10
MissileTrailWiggleScale=10
MissileTrailLength = 14
MissileTrailDelta = 0.9

// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
ExtraRange = 25		// 25% further range

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraArmour = 75



[ORADVCarryall]
Score = 3
House = Ordos
StormDamage=10 //only damages is never picked up
PrimaryBuilding = ORHanger 
UnitGroup = FromHanger
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1800
BuildTime = 648
Size = 3
Circles = FALSE
Speed = 17//10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 900
CanFly = TRUE
AdvancedCarryall = TRUE
CanSelfRepair = 1					//per model tick
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = AerialExplosion
Debris = DebrisLarge
AiAir = TRUE
TechLevel = 2
Starportable = TRUE				//order from starport (if ordos)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
CrateGift = TRUE
//HitSlowDownAmount = 75			// Percent (100 = complete stop)
//HitSlowDownDuration = 100		// ticks
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
AIThreat = 70




[ORBeamWeapon]
BeamWeapon = TRUE
House = Ordos
PrimaryBuilding = ORPalace				
UnitGroup = FromORPalace
Cost = 0
BuildTime = 6220
//No turret, uses SaboteurBomb as a bullet
//SoundID = 38
Resource = ORPalaceLightning, Beserk_B	//Explosion FX
Size = 3					//need to stop assert
Terrain = Rock, Sand, NBRock, Ramp	//need to stop assert
AiSpecial=TRUE




//--------------------------------------------------------------------------
[SurfaceWorm]
Worm = TRUE
Projectable = FALSE
House = Incidental
Terrain = Sand
Size = 3
Speed = 5.0 //5						//game coord per update
TurnRate = 0.05					//radians per update
AiUncontrolled = TRUE
ViewRange=12			// Note: determines target picked
TurretAttach = WormRiderGun //SurfaceWormGun - using rider to make work
Resource = WormSign0, WormSign1, WormSign2 
//CanDie = FALSE
CantBeLeeched = true
CanMoveAnyDirection = TRUE
HitScore = 1
Health = 5000


[BigWorm]
BigWorm = TRUE
Projectable = FALSE
House = Incidental
Terrain = Sand
Size = 12
Speed = 0.0						//game coord per update
TurnRate = 0.0					//radians per update
AiUncontrolled = TRUE
Selectable = FALSE
CantBeLeeched = true
ExplosionType = WormSign3
CanDie = FALSE
HitScore = 2
Health = 10000


[SmallWorm]
BigWorm = TRUE
Projectable = FALSE
House = Incidental
Terrain = Sand
Size = 5
Speed = 0.0						//game coord per update
TurnRate = 0.0					//radians per update
AiUncontrolled = TRUE
Selectable = FALSE
CantBeLeeched = true
CanDie = FALSE
HitScore = 1
Health = 5000


[StormUnit]
House = Incidental
Terrain = Sand
Size = 3
Speed = 3.0						//game coord per update
TurnRate = 0.0					//radians per update
AiUncontrolled = TRUE
Selectable = FALSE
CanDie = FALSE
SandStorm = TRUE 


[Frigate]
Frigate = TRUE
House = Imperial
StormDamage=10 //only damages is never picked up
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1000
Size = 9
Speed = 12.0						//game coord per update
HeightOffset = 50
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 100000 // KD: Set to huge to test something, was 3000
CanFly = TRUE
ExplosionType = Explosion
Debris = DebrisLarge
AiUncontrolled = TRUE
AiSpecial = TRUE 
CanDie = FALSE
ExcludeFromSkirmishLose = TRUE

[StuntFrigate]
Score = 3
House = Imperial
StormDamage=10 //only damages is never picked up
//PrimaryBuilding = HKHanger 
UnitGroup = FromHanger
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1200
BuildTime = 648
Size = 3
Speed = 20//10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 2000
Circles = TRUE
CanFly = TRUE
AdvancedCarryall = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
////SoundID = 8
ExplosionType = BigExplosion
Debris = DebrisLarge
AiAir = TRUE
TechLevel = 6
Starportable = TRUE				//order from starport (if hk)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
//CrateGift = TRUE
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
CanBeRepaired = FALSE

[TLINFlyer]
Score = 3
House = Tleilaxu
StormDamage=10 //only damages is never picked up
//PrimaryBuilding = HKHanger 
UnitGroup = FromHanger
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1200
BuildTime = 648
Size = 3
Speed = 20//10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 2000
Circles = TRUE
CanFly = TRUE
AdvancedCarryall = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
////SoundID = 8
ExplosionType = Explosion
Debris = DebrisLarge
AiAir = TRUE
TechLevel = 6
Starportable = TRUE				//order from starport (if hk)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
//CrateGift = TRUE
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
CanBeRepaired = FALSE




[GUScavenger]
Score = 3
House = Guild
StormDamage=10 //only damages is never picked up
//PrimaryBuilding = HKHanger 
UnitGroup = FromHanger
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1200
BuildTime = 648
Size = 3
Speed = 20//10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 2000
Circles = TRUE
CanFly = TRUE
AdvancedCarryall = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
////SoundID = 8
ExplosionType = Explosion
Debris = DebrisLarge
AiAir = TRUE
TechLevel = 6
Starportable = TRUE				//order from starport (if hk)
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
//CrateGift = TRUE
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
CanBeRepaired = FALSE


//Subhouse Units
[TLLeech]
House = Tleilaxu
StormDamage=10 //only damages is never picked up
PrimaryBuilding = TLFleshVat				//only built in ORFactory
UnitGroup = FromTLFleshVat
UpgradedPrimaryRequired = TRUE
Terrain = Rock, Sand, NBRock, Ramp
Cost = 800
BuildTime = 589
Size = 2
Speed = 14.0						//game coord per update
TurnRate = 0.3 //0.05					//radians per update
Armour = Light
Health = 1000
TurretAttach = TLLeechGun
CanSelfRepair = 1					//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 17
ViewRange = 4,8,InfRock
AiTank = TRUE
TechLevel = 5
CantBeLeeched = true
DamageEffect = BloodFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 5
CanMoveAnyDirection = TRUE
CrateGift = TRUE
CanBeDeviated = FALSE
AIThreat = 90
// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 8
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 16
CanSelfRepair = 1 	// Should have 0.5?




[TLContaminator]
House = Tleilaxu
StormDamage=10 //only damages is never picked up
PrimaryBuilding = TLFleshVat
UnitGroup = FromTLFleshVat
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 300
BuildTime = 432
Size = 1
Speed = 3.50//1.75 might want to change back	//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = TLContaminatorGun 		//Same gun as ADV but less hit points
Armour = None, 50, InfRock
Health = 1000
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 12
AiFoot = TRUE
TechLevel = 3
CantBeLeeched = TRUE
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 4
Crushable = TRUE
CanMoveAnyDirection = TRUE
CrateGift = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
AIThreat = 70
GetsInfRockRangeBonus = FALSE
CanBeRepaired = FALSE

// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraArmour = 25 		//Takes 25% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 10
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 20
ExtraArmour = 75	// Takes 75% less damage 




[IXProjector]
House = Ix
StormDamage=10 //only damages is never picked up
Projector = TRUE
PrimaryBuilding = IXResCentre
UpgradedPrimaryRequired = TRUE
UnitGroup = FromIXResCentre 
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1500
BuildTime = 589
Size = 3
Speed = 14.0						//game coord per update
TurnRate = 0.1 //0.05					//radians per update
Armour = Light
Health = 1000
TurretAttach = IXProjectorTurretGun
Lifespan = 6000		// Lifespan of projections (in ticks)
CanSelfRepair = 1					//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 43
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisSmall
AiTank = TRUE
TechLevel = 5
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 7
CanMoveAnyDirection = TRUE
CrateGift = TRUE
AIThreat = 50

// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 8
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 16
CanSelfRepair = 1 	// Should have 0.5?




[IXInfiltrator]
House = Ix
StormDamage=10 //only damages is never picked up
Infiltrator = TRUE
Stealthed = TRUE
PrimaryBuilding = IXResCentre
UnitGroup = FromIXResCentre 
Resource = SaboteurBomb	// Damaging bomb when deployed
BlastRadius = 10			// Range of destealth pulse (in tiles)
Lifespan = 5			// Delay til detonation after deploy (in ticks)
Damage = 100			// Time that units get unstealthed for (in ticks)
Terrain = Rock, Sand, NBRock, Ramp
Cost = 500
BuildTime = 432
Size = 2
Speed = 7.0						//game coord per update
TurnRate = 0.1 //0.05					//radians per update
Armour = Light
Health = 800
CanSelfRepair = 1					//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 46
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisSmall
AiTank = TRUE
TechLevel = 4
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4
CanMoveAnyDirection = TRUE
CrateGift = TRUE
GetsHeightAdvantage = FALSE
ExplosionType = InfiltratorDeath
AIThreat = 80




[IMSardaukar]
House = Imperial
StormDamage=138 // 2*64 + 10
PrimaryBuilding = IMBarracks
UnitGroup = FromIMBarracks
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 300  //was 200
BuildTime = 432
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = IMSardaukarGun 		//Same gun as ADV but less hit points
Armour = BPV, 50, InfRock
Health = 900
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 13
ViewRange = 12
AiFoot = TRUE
TechLevel = 3
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 4
Crushable = TRUE
CanMoveAnyDirection = TRUE
CrateGift = TRUE
CanBeDeviated = FALSE
ExplosionType = CrushedInfantry
AIThreat = 70
CanBeRepaired = FALSE
// LEVEL 1 ----------------------------------
VeterancyLevel = 6	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 16
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 32
CanSelfRepair = 1 	// Should have 0.5?





[IMDropShip]
House = Imperial
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1100
Size = 3
Speed = 8.0						//game coord per update
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 3000
CanFly = TRUE
Carryall = TRUE
Selectable = FALSE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = AerialExplosion
Debris = DebrisMedium
AiUncontrolled = TRUE
AiSpecial = TRUE 
TechLevel = 5
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
ExcludeFromSkirmishLose = TRUE

[IMAPC]
Score = 3
APC = TRUE
//StealthedWhenStill = TRUE
House = Imperial
StormDamage=10
//PrimaryBuilding = ATFactory				 //only built in ATFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 600
BuildTime = 499
Size = 2
Speed = 8.0						//game coord per update
TurnRate = 0.1					//radians per update
//TurretAttach = ATAPCBase
Armour = Medium
Health = 1200
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 3
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiSpecial = TRUE
TechLevel = 4
Starportable = TRUE				//order from starport (if atreides)
ReinforcementValue = 6
UpgradedPrimaryRequired = TRUE
Crushes = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 5
HitSlowDownAmount = 50			// Percent (100 = complete stop)
HitSlowDownDuration = 100		// ticks
GetsHeightAdvantage = FALSE

[IMTank]
Score = 4
House = Imperial
StormDamage=10
//PrimaryBuilding = HKFactory				//only built in HKFactory
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 900
BuildTime = 492
Size = 2
Speed = 6.0						//game coord per update
TurnRate = 0.175					//radians per update
TurretAttach = HKAssaultTankBase
Armour = Heavy
Health = 2000
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 11
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisLarge
AiTank = TRUE
TechLevel = 3
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 6
Crushes = TRUE
TastyToWorms = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
WormAttraction = 7
GetsHeightAdvantage = FALSE
//CanBeRepaired = FALSE
AIThreat = 60


// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
CanSelfRepair = 1 	// Should have 0.5?

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage





[IMADVSardaukar]
AdvancedSardaukar = TRUE
MaxRange = 5	// Range infantry must be in for him to use his knife
House = Imperial
StormDamage=138 // 2*64 + 10
PrimaryBuilding = IMBarracks
UnitGroup = FromIMBarracks
UpgradedPrimaryRequired = TRUE
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 350
BuildTime = 689
Size = 1
Speed = 7.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = IMADVSardaukarGun, IMADVSardaukarKnife
Armour = BPV, 50, InfRock
Health = 1800 //changed because has one tile attack 1000
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 49
ViewRange = 12
AiFoot = TRUE
TechLevel = 5
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 4
Crushable = TRUE
CanMoveAnyDirection = TRUE
CrateGift = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
ExplosionType = CrushedInfantry
AIThreat = 70
CanBeRepaired = FALSE
// LEVEL 1 ----------------------------------
VeterancyLevel = 6	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 16
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 32
CanSelfRepair = 1 	// Should have 0.5?




[FRFremen]
House = Fremen
PrimaryBuilding = FRCamp
UnitGroup = FromFRCamp
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 150
BuildTime = 432
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = FRFremenGun
Stealthed = TRUE
Armour = Earplugs, 50, InfRock
Health = 800
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 48
ViewRange = 12
AiFoot = TRUE
TechLevel = 3
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 1
Crushable = TRUE
CanMoveAnyDirection = TRUE
CrateGift = TRUE
CanBeDeviated = FALSE
AIThreat = 70
CanBeRepaired = FALSE
// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 14
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 28
CanSelfRepair = 1 	// Should have 0.5?







[FRADVFremen]
AdvancedFremen = TRUE
House = Fremen
PrimaryBuilding = FRCamp
UnitGroup = FromFRCamp
UpgradedPrimaryRequired = TRUE
Terrain = Rock, Sand, NBRock, InfRock, Ramp
SpecialGround = Sand				//only deploy thumper on sand
Cost = 250
BuildTime = 589
Stealthed = TRUE
Size = 1
Speed = 6.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = FRADVFremenGun 
Armour = Earplugs, 50, InfRock
Health = 1000
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 47
ViewRange = 12
AiFoot = TRUE
TechLevel = 5
Resource = WormRider
ObjectTypeWhenGone = WormSign0
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 1
Crushable = TRUE
CanMoveAnyDirection = TRUE
CrateGift = TRUE
CanBeDeviated = FALSE
AIThreat = 70
CanBeRepaired = FALSE
// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 14
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 28
CanSelfRepair = 1 	// Should have 0.5?





[StoryFRFremen]
House = Fremen
//PrimaryBuilding = FRCamp
UnitGroup = FromFRCamp
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 650
BuildTime = 432
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = FRFremenGun
//StealthedWhenStill = TRUE so player can see unit when it is friendly
Armour = Earplugs, 50, InfRock
Health = 600
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 12
AiFoot = TRUE
TechLevel = 3
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 1
Crushable = TRUE
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
AIThreat = 70
CanBeRepaired = FALSE
// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 14
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 28
CanSelfRepair = 1 	// Should have 0.5?








[StoryFRADVFremen]
AdvancedFremen = TRUE
House = Fremen
//PrimaryBuilding = FRCamp
UnitGroup = FromFRCamp
Terrain = Rock, Sand, NBRock, InfRock, Ramp
SpecialGround = Sand				//only deploy thumper on sand
Cost = 650
BuildTime = 589
//StealthedWhenStill = TRUE
Size = 1
Speed = 4.0						//game coord per update
TurnRate = 0.2					//radians per update
TurretAttach = FRADVFremenGun 
Armour = Earplugs, 50, InfRock
Health = 750
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 12
AiFoot = TRUE
TechLevel = 5
Resource = WormRider
ObjectTypeWhenGone = WormSign0
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 1
Crushable = TRUE
CanMoveAnyDirection = TRUE
CanBeDeviated = FALSE
AIThreat = 70
CanBeRepaired = FALSE
// LEVEL 1 ----------------------------------
VeterancyLevel = 4	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 14
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 28
CanSelfRepair = 1 	// Should have 0.5?







[WormRider]
WormRider = TRUE
House = Fremen
Terrain = Sand
Cost = 150
Size = 3
Speed = 6.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = None
Health = 10000
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 24
Resource = FRADVFremen
TurretAttach = WormRiderGun
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
AiFoot = TRUE
CanBeDeviated = FALSE

[GUNIABTank] //this unit needs to be spectacular!!!!!!!!
NiabTank = TRUE
House = Guild
StormDamage=10
PrimaryBuilding = GUPalace
UnitGroup = FromGUPalace
UpgradedPrimaryRequired = TRUE
Terrain = Rock, Sand, NBRock, Ramp
Cost = 2000 ///Expensive so needs to be special!!!!!
BuildTime = 720
Size = 2
Speed = 12.0						//game coord per update
TurnRate = 0.3					//radians per update
TurretAttach = GUNIABTankGun
Armour = Medium
Health = 3000
CanSelfRepair = 1					//per model tick
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 31
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 5
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 8
CanMoveAnyDirection = TRUE
CrateGift = TRUE
GetsHeightAdvantage = FALSE
TeleportSleepTime = 93	//delay before a teleported unit can be used
AIThreat = 100
// LEVEL 1 ----------------------------------
VeterancyLevel = 18	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 20
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 40
CanSelfRepair = 1 	// Should have 0.5?







[GUMaker]
House = Guild
StormDamage=10
PrimaryBuilding = GUPalace				//only built in GUPalace
UnitGroup = FromGUPalace
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1000
BuildTime = 589
Size = 2
Speed = 4.0						//game coord per update
TurnRate = 0.3 //0.05					//radians per update
TurretAttach = GUMakerGun
Armour = Medium
Health = 1000
//SoundSelected = Selected
//SoundOrdered = Ordered
//SoundID = 14
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 4
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 6
DamageEffect = BloodFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = TRUE 
WormAttraction = -20
CanMoveAnyDirection = TRUE
CrateGift = TRUE
GetsHeightAdvantage = FALSE
CanBeDeviated = FALSE
AIThreat = 70
// LEVEL 1 ----------------------------------
VeterancyLevel = 6	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 16
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 32
CanSelfRepair = 1 	// Should have 0.5?





[GUNIAP]	//Using ATADP data atm needs unique turrets and bullets
// Copied attribs from ATOrni
Score = 2
House = Guild
StormDamage=10
//PrimaryBuilding = ATHanger				 //only built in ATFactory
UnitGroup = FromHanger
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1000
BuildTime = 499
Size = 2
TurretAttach = GUNIAPGun
HeightOffset = 8
Speed = 6 //10 //7.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Aircraft
Health = 1200
CanFly = TRUE
Circles = TRUE
ADF = TRUE
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = Explosion
Debris = DebrisMedium
TechLevel = 6
//Starportable = TRUE				//order from starport (if atreides)
//ReinforcementValue = 8
//UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
//HitSlowDownAmount = 50			// Percent (100 = complete stop)
//HitSlowDownDuration = 100		// ticks
ViewRange = 4, 8
AiSpecial = TRUE
ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 70
// LEVEL 1 ----------------------------------
VeterancyLevel = 10	// Score required
ExtraDamage = 25		// 50% more damage - applied to all weapons
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 2 ----------------------------------
VeterancyLevel = 24
ExtraRange = 50		// 50% further range

// LEVEL 3 ----------------------------------
VeterancyLevel = 48
ExtraDamage = 50



[INYak]
House = Incidental
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 2.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 500
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 4,8,InfRock
AiTank = TRUE
TechLevel = 1	
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4
CanBeDeviated = FALSE

[INYakHauder]
House = Incidental
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 2.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 500
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 4,8,InfRock
AiTank = TRUE
TechLevel = 1
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4
CanBeDeviated = FALSE


[SMQuad]
StormDamage=10
Score  = 3
House =  Incidental
UnitGroup = FromFactory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1200
BuildTime = 589
Size = 2
Speed = 6.0						//game coord per update
TurnRate = 0.175					//radians per update
TurretAttach = ORAPCBase
Armour = Light
Health = 1000
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,14,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 5
Starportable = TRUE				//order from starport (if hk)
ReinforcementValue = 7
TastyToWorms = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
WormAttraction = 6
AIThreat = 60
// LEVEL 1 ----------------------------------
VeterancyLevel = 6	// Score required
ExtraDamage = 50		// 50% more damage - applied to all weapons

// LEVEL 2 ----------------------------------
VeterancyLevel = 14
ExtraArmour = 50		// Takes 50% less damage

// LEVEL 3 ----------------------------------
VeterancyLevel = 28
CanSelfRepair = 1 	// Should have 0.5?



[INYakRider]
House = Incidental
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 2.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 500
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 4,8,InfRock
AiTank = TRUE
TechLevel = 1
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4
CanBeDeviated = FALSE

[StuntATADVCarryall]
Score = 3
House = Atreides
StormDamage=10
//can be built in any factory
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1200
BuildTime = 648
Size = 3
Speed = 17//10 //6.0						//game coord per update
HeightOffset = 8
TurnRate = 0.1					//radians per update
Armour = Medium
Health = 900
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
ExplosionType = AerialExplosion
Debris = DebrisLarge
TechLevel = 6
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
//HitSlowDownAmount = 50			// Percent (100 = complete stop)
//HitSlowDownDuration = 100		// ticks
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE



	

[INSandCrawler]
House = Incidental
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 3.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 1500
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4


[INBuggy]
House = Incidental
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 3.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 1500
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4


[INMedicalVehicle]
House = Incidental
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 4.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 1500
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4


[INFemaleCiv]
House = Incidental
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 150
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per update 
Armour = None, 50, InfRock
Health = 400
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 12
AiFoot = TRUE
TechLevel = 1
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 2
Crushable = TRUE
CanBeDeviated = FALSE


[INMaleCiv]
House = Incidental
Terrain = Rock, Sand, NBRock, InfRock, Ramp
Cost = 150
Size = 1
Speed = 2.0						//game coord per update
TurnRate = 0.2					//radians per update 
Armour = None, 50, InfRock
Health = 400
Infantry = true
//SoundSelected = Selected
//SoundOrdered = Ordered
ViewRange = 12
AiFoot = TRUE
TechLevel = 1
ChaosEffect = SmallChaosFX
HawkEffect = SmallHawkFX
TastyToWorms = True
WormAttraction = 2
Crushable = TRUE
CanBeDeviated = FALSE




[INTLTransport]
House = Incidental
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
StormDamage=10
Size = 2
Speed = 3.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 1500
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1	
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4



[INIXTransport]
House = Incidental
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 3.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
Health = 1500
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1	
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4

[INTLWalker]
House = Incidental
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 3.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1	
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4


[INFRBiker]
House = Incidental
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 12.0						//game coord per update
TurnRate = 0.3					//radians per update
Armour = Medium
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1	
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4
CanBeDeviated = FALSE


[GUWormCatcher]
House = Incidental
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 850
Size = 2
Speed = 3.0						//game coord per update
TurnRate = 0.05					//radians per update
Armour = Medium
//SoundSelected = Selected
//SoundOrdered = Ordered
ExplosionType = Explosion
ViewRange = 4,8,InfRock
Debris = DebrisMedium
AiTank = TRUE
TechLevel = 1	
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
TastyToWorms = True
WormAttraction = 4

[FakeHarvester]
UnitGroup = FromFactory
StormDamage=10
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1000
BuildTime = 720
Size = 3
Speed = 4.0						//game coord per update
TurnRate = 0.15					//radians per update
Armour = Harvester
Health = 4500
//SoundSelected = HarvesterSelected
//SoundOrdered = HarvesterOrdered
ExplosionType = Explosion
ViewRange = 4,6,InfRock
Debris = DebrisLarge
TechLevel = 2
//TurretAttach = GharvesterLight
Crushes = TRUE
DamageEffect = LargeDamageFX
ChaosEffect = LargeChaosFX
HawkEffect = LargeHawkFX
TastyToWorms = TRUE
WormAttraction = 2
AlertString IngameMessages HarvAttack	// strings.txt message for alert
AlertTimeOut 300					// 300 ticks until another alert
ExcludeFromSkirmishLose = TRUE

[DebrisLarge]
MissileTrail=3
MissileTrailSize=2
MissileTrailWiggleFreq =120
MissileTrailWiggleScale=22
MissileTrailLength = 8
MissileTrailDelta = 0.7

[DebrisMedium]
MissileTrail=3
MissileTrailSize=2
MissileTrailWiggleFreq = 120
MissileTrailWiggleScale=20
MissileTrailLength = 8
MissileTrailDelta = 0.7

[DebrisSmall]
MissileTrail=3
MissileTrailSize=1
MissileTrailWiggleFreq = 120
MissileTrailWiggleScale=20
MissileTrailLength = 8
MissileTrailDelta = 0.7














