XML/Unit


 *  How many units per side a building uses
 *  The height of a unit
 *  Maximum hit points and rate of regeneration
 *  Maximum energy points and rate of regeneration
 *  Armor value of unit
 *  Type of armor - some weapons are more effective against some armor types; Editable in the tech_name.xml file
 *  Range of sight to react to other units
 *  Time required to build unit.
 *  Is double-click on unit multi-select other unit of same type
 * For Buildings, which Cells in a building a unit can pass through (0 can pass, 1 cannot). The number of rows and the number of digits in a line must match the size given above!
 * Levels automatically improve Hit points, Energy Points, and Armor by 50%, as well as sight by 20%.
 *  level_name is the designation, kills denotes how many enemies must be destroyed to achieve it
 * Where is it considered to be for purposes of being attacked; land weapons can attack land, etcetera
 * Can a building be burned down (?)
 *  Units required to be in use before creating
 * 
 * 
 *  Upgrades required to be in use before creating
 * 
 * </upgrade-requirements>
 * <resource-requirements> Resources used for upgrade (if negative resources will be added to player)
 * <resource name="resource_name" amount="###" />
 * </resource-requirements>
 * <resources-stored> Resource that the unit can store for inventory purposes
 * <resource name="resource_name" amount="###" />
 * </resources-stored>
 * <image path="images/aerodrome.bmp"/> Path to Image Icon
 * <image-cancel path="../../../../common/tech_cancel.bmp"/> Path to cancellation icon
 * <meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/> Can the unit be used as a meeting point for other units, and the UI icon to be used to initiate.
 * <selection-sounds enabled="true"> Audio feedback to note unit selections
 * <sound path="../../../../common/tech_click.wav" />
 * </selection-sounds>
 * <command-sounds enabled="true"> Audio feedback to note unit UI selections
 * <sound path="../../../../common/tech_click.wav" />
 * </command-sounds>
 * Skills are what a unit can do.
 * Type of skill
 * <name value="attack_skill"/>	name of this skill (refer to it)
 * <ep-cost value="40"/> How many energy points used for each use of skill
 * The speed of skill (more=faster)
 * <anim-speed value="60"/>  Animation speed
 * <animation path="models/battlemage_attacking.g3d"/> Animation path
 * <sound enabled="true" start-time="0.3">  Is sound enabled. Sound start delayed by this time.
 * <sound-file path="sounds/battlemage_attack1.wav"/> path to sound
 * <attack-strenght value="140"/> attack strength Note Spelling; Minor bug, not corrected as of 2.0
 * <attack-var value="40"/> attack of unit = attack-strenght +- attack-var
 * <attack-range value="7"/> attack range
 * <attack-type value="magic"/> Type of weapon - some weapons are more effective against some armor types; Editable in the tech_name.xml file
 * <attack-fields> Whom can attack; land weapons can attack land, air - air.
 * </attack-fields>
 * <attack-start-time value="0.6"/> (???)
 * Use projectile (true for shooting,false for melee)
 * <particle value="true" path="particle_proj.xml"/> Path to projectile fail
 * path to sound file
 * <sound-file path="sounds/battlemage_hit1.wav"/>
 * Will projectile explode
 * radius of explosion
 * <damage-all value="true"/> Will it damage all units (enemy & ally)
 * <particle value="true" path="particle_splash.xml"/> Path to exploison file
 * Commands create the specific UI for accessing skills
 * Type of command
 * <name value="promote_to_archmage"/> In game description
 * <image path="../archmage/images/archmage.bmp"/> Path to icon image
 *  See above
 * <upgrade-requirements/> See above
 * <morph-skill value="morph_skill"/> reference to which skill to use
 * <morph-unit name= "archmage"/> Morphing to unit
 * discount to morph (100=free morphing, 0=full unit cost) NOTE: you still need to spend full cost at the start,but at the end of morphing you get resources back.
 * <attack-start-time value="0.6"/> (???)
 * Use projectile (true for shooting,false for melee)
 * <particle value="true" path="particle_proj.xml"/> Path to projectile fail
 * path to sound file
 * <sound-file path="sounds/battlemage_hit1.wav"/>
 * Will projectile explode
 * radius of explosion
 * <damage-all value="true"/> Will it damage all units (enemy & ally)
 * <particle value="true" path="particle_splash.xml"/> Path to exploison file
 * Commands create the specific UI for accessing skills
 * Type of command
 * <name value="promote_to_archmage"/> In game description
 * <image path="../archmage/images/archmage.bmp"/> Path to icon image
 *  See above
 * <upgrade-requirements/> See above
 * <morph-skill value="morph_skill"/> reference to which skill to use
 * <morph-unit name= "archmage"/> Morphing to unit
 * discount to morph (100=free morphing, 0=full unit cost) NOTE: you still need to spend full cost at the start,but at the end of morphing you get resources back.
 * <name value="promote_to_archmage"/> In game description
 * <image path="../archmage/images/archmage.bmp"/> Path to icon image
 *  See above
 * <upgrade-requirements/> See above
 * <morph-skill value="morph_skill"/> reference to which skill to use
 * <morph-unit name= "archmage"/> Morphing to unit
 * discount to morph (100=free morphing, 0=full unit cost) NOTE: you still need to spend full cost at the start,but at the end of morphing you get resources back.