You can add units to the game by changing the schema.xml file, the easiest way to do this is to copy and paste a unit in the XML, then modify it, then you need to add an entry to a factory (garage, HQ, airport, factory) so you can build it, you can add new factories, units, technologies, etc all through the schema file, you can also edit the gui.xml file to totally change the GUI interface.

You can add custom icons for your new units by creating a directory called icons, then put an icon in there for each new unit that is a 32x32 bmp file, so if your unit is called Bunker the icon would be called bunker.bmp (all lowercase).
On Mac the icons folder goes in the the games app file next to the data.pak file.
On Windows/PPC the icons folder goes in the same folder as the data.zip file.


- what is "debris" for?
After any unit is destroyed, its wreckage can be gathered by scavengers, debris is how much ore is in the wreckage. Currently debris is hardcoded to only last 20 seconds though, all the debris left on the landscape was slowing down the mobile version a lot.

- Is "shootable" the probability to be hit?
Yep, shootable controls what chance (0-100) a bullet has of striking an object, for example trees have a shootable of 50% (they are in the terrainobjects.xml file).

- how does collisionrad work?
That’s the radius used for bullet collisions, each tile is 32x32, so a 1 tile big unit should have a radius of 16. You can adjust the radius to be bigger or smaller based on the size of the unit.

- why have turrets heat? did you plan to usethem with water coolers?
(might be interesting)
Yeah I was going to have heat for all static defenses, never ended up putting it in.

- I did not try, but is it possible to add a power saving tech by
using PowerUsage="-10" and StatInclude="Building" (-->engineering)
Yep that should work, that should reduce all buildings power usage by 10%. Some interesting choices might be to have negative and positive tradeoffs in the same stat, for example units might fire faster, but they use more power.

- same for an increase of rotation speed by using RotVel="10"...
RotVel isn't included in the stat/tech calculations, here are the values that are:
PowerUsage, Cost, ViewRad, RadarRad, Health, MaxHealth, Armor, Speed, Variance, Range, MinRange, AmmoSpeed, RepeatRate, Attack, ScavengeTime, ScavengeAmount, ScavengeLimit, ScavengeRadius, CoolingPerSecond, PowerReserve

- "class" params inside the schema
These are used to change the draw order of the object when it dies, you shouldn’t need to mess with it.

- a technology to accelerate BuildTime
Yeah there is currently no way to do this, you could get around it for a few units by simply making another unit available that took less time to build.

- gps should work like global radar (imho the whole engineering is
unimportant)
The engineering tech tree you mean? The idea of it was to enable a win by means of a massive economy, to flood the enemy with not more powerful units, but simply more units.

- I my schema the buildlist "AI1" is closed before the items are nested.
Yeah this can be used by the AI to force a list of items to be built in that order when the AI is starting out, after I developed the AI more though, it didn't need the list, just delete the items below it or comment them out, keep the empty buildlist entry though, the game won't start without it.

- often the turret buildings dont fire back if attacked, even if the
enemy is within range. why?
This was a bug in v1.0, make sure you upgrade to v1.1 if you haven't.

- what is "powerReserve for?
That is the amount of power added to your total power, for example power cells give you power, they have a powerreserve of 125.

- I was going to build a "Hunter" unit, mixture between Mine / Scout or so, which is a kamikaze unit that destroys it self when close to its target. I tried several ways, but nothing worked.
See the xml below for this type of unit, the unit can't be controlled by the AI and it won't automatically scout though because of a game limitation.