New units and new abilities for all factions, new structures, new tech tree, new support powers, new super-weapons, new multi-player colors, new sounds, new crates.
XML file for Soviet Stealth Bomber. I posted this because it was requested by a modder. If anyone wants to know about the main file's related content, go ahead and ask.
Actual file code:
<!--?xml version="1.0" encoding="utf-8"?-->
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
<Include
type="all"
source="ART:SUSupportBomber.w3x" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>
<GameObject
id="SovietStealthBomber"
inheritFrom="BaseVehicle"
SelectPortrait="Portrait_StealthBomber"
ButtonImage="Button_StealthBomber"
Side="Soviets"
SubGroupPriority="730"
EditorSorting="UNIT"
BuildTime="20"
CommandSet="AlliedBomberAircraftCommandSet"
KindOf="CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE SCORE AIRCRAFT VEHICLE BOMBER_AIRCRAFT LINE_OF_SIGHT_IGNORES_BUILDINGS T3_UNIT CAN_BE_FAVORITE_UNIT AIRCRAFT_TRANSPORT_ONLY_GARRISONABLE_WHILE_PARKED LIMITED_PRODUCTION_AIRCRAFT TRANSPORT"
RadarPriority="UNIT"
ThreatLevel="10"
ProductionQueueType="AIRCRAFT"
UnitCategory="AIRCRAFT"
WeaponCategory="MISSILE"
VoicePriority="148"
EditorName="AlliedBomberAircraft"
Description="Desc:SSBomberAircraft"
TypeDescription="Type:SSBomberAircraft"
HealthBoxHeightOffset="20"
UnitIntro="Allied_CenturyBomber_UnitIntro">
<DisplayName xai:joinAction="Replace">Name:SSBomberAircraft</DisplayName>
<GameDependency>
<RequiredObject>SovietPowerPlantAdvanced</RequiredObject>
</GameDependency>
<ObjectResourceInfo>
<BuildCost Account="=$ACCOUNT_ORE" Amount="2000"/>
</ObjectResourceInfo>
<ArmorSet
Armor="AlliedBomberAircraftArmor"
DamageFX="AircraftDamageFX" />
<LocomotorSet
id="AlliedBomberAircraftLocomotor"
Locomotor="AlliedBomberAircraftLocomotor"
Condition="NORMAL"
Speed="100" />
<LocomotorSet
id="AlliedBomberAircraftTaxiLocomotor"
Locomotor="BasicHelicopterTaxiLocomotor"
Condition="TAXIING"
Speed="30" />
<!-- Need ConquerMetricsOverrideDefendingAntiMask or else the TAXIING locomotor will make the AI try to build anti-ground units against this -->
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true"
ConquerMetricsOverrideDefendingAntiMask="ANTI_AIRBORNE_VEHICLE" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
ExtraPublicBone="SUSUPPORTBOMBER">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="SUSupportBomber" />
<WeaponLaunchBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="SUSUPPORTBOMBER" />
<ParticleSysBone
BoneName="Box01"
FXParticleSystemTemplate="SUBomberConTrail"
FollowBone="true" />
<ParticleSysBone
BoneName="Box02"
FXParticleSystemTemplate="SUBomberConTrail"
FollowBone="true" />
<ParticleSysBone
BoneName="Box03"
FXParticleSystemTemplate="SUBomberConTrail"
FollowBone="true" />
<ParticleSysBone
BoneName="Box04"
FXParticleSystemTemplate="SUBomberConTrail"
FollowBone="true" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RANDOMSTART">
<Animation
AnimationName="SUSupportBomber"
AnimationMode="LOOP" />
</AnimationState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DAMAGED">
<Model
Name="SUSupportBomber" />
<ParticleSysBone
BoneName="none"
FXParticleSystemTemplate="VehicleDamageSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="REALLYDAMAGED">
<Model
Name="SUSupportBomber" />
<ParticleSysBone
BoneName="none"
FXParticleSystemTemplate="VehicleDamageSmoke"
FollowBone="true" />
<ParticleSysBone
BoneName="none"
FXParticleSystemTemplate="VehicleDamageFire"
FollowBone="true" />
<ParticleSysBone
BoneName="none"
FXParticleSystemTemplate="VehicleDamageFire02"
FollowBone="true" />
</ModelConditionState>
</ScriptedModelDraw>
</Draws>
<Behaviors>
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotHardpoint
ID="1">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="SovietStealthBomberAircraftBombWeapon"/>
</WeaponSlotHardpoint>
</WeaponSetUpdate>
<Physics
id="ModuleTag_Physics"/>
<InvisibilityUpdate
id="ModuleTag_InvisibilityUpdate"
InvisibilityTemplate="StealthBomberInvisibilityTemplate">
<RequiresNearbyObjectFilter />
</InvisibilityUpdate>
<InvisibilityBehavior
id="ModuleTag_InvisibilityBehavior"
InvisibilityTemplate="StealthBomberInvisibilityTemplate" />
<CreateObjectDie
id="ModuleTag_CreateObjectDie"
CreationList="AUBomberAircraft_Dying_OCL">
<DieMuxData
DeathTypes="ALL"
ExemptStatus="PARKED_AT_AIRFIELD"/>
</CreateObjectDie>
<CreateObjectDie
id="ModuleTag_CreateObjectDieAtAirfield"
CreationList="AUBomberAircraft_Die_OCL">
<DieMuxData
DeathTypes="ALL"
RequiredStatus="PARKED_AT_AIRFIELD"/>
</CreateObjectDie>
<DynamicsUpdate
id="ModuleTag_DefaultDynamicsUpdate"
xai:joinAction="Remove" />
<DestroyDie
id="ModuleTag_Die">
<DieMuxData
DeathTypes="ALL" />
</DestroyDie>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="FX_SOV_SupportBomberDieExplosion" />
</FXListBehavior>
<TransportContain
id="ModuleTag_Contain"
ObjectStatusOfContained="UNSELECTABLE ENCLOSED"
ContainMax="5"
AllowEnemiesInside="false"
AllowAlliesInside="true"
AllowNeutralInside="false"
AllowOwnPlayerInsideOverride="true"
ShowPips="true"
EnterSound="VehicleEnter"
ExitSound="ParachutingOutOfAirplane"
KillPassengersOnDeath="true"
ConditionForEntry="INVALID"
ExtendedExitContainerChecks="true">
<PassengerFilter
Rule="ANY"
Include="INFANTRY" />
<DieMuxData
DeathTypes="ALL" />
<PassengerData
BonePrefix="BONEGARRISON">
<Filter
Rule="NONE"
Include="INFANTRY" />
</PassengerData>
</TransportContain>
<SpecialPower
id="ModuleTag_EjectPassengers"
SpecialPowerTemplate="SpecialPower_EjectPassengersUntargeted"
UpdateModuleStartsAttack="true" />
<EjectPassengersSpecialAbilityUpdate
id="ModuleTag_EjectPassengersUpdate"
SpecialPowerTemplate="SpecialPower_EjectPassengersUntargeted"
Height="150.0"
TimePerPassenger=".5s"
Radius="0"
Options="RECONSTITUTE_STORED_COMMAND DO_NOT_DO_AI_SPECIAL_POWER"/>
<AttributeModifierAuraUpdate
id="ModuleTag_AttributeModifierSizeCorrectionStealthBomber"
AttributeModifierName="AttributeMod_SizeCorrectionStealthBomber"
AllowSelf="true"
InitiallyActive="true" />
</Behaviors>
<AI>
<JetAIUpdate
id="ModuleTag_JetAIUpdate"
AutoAcquireEnemiesWhenIdle="NO"
NeedsRunway="false"
KeepsParkingSpaceWhenAirborne="true"
OutOfAmmoDamagePerSecond="1.5"
CirclesForAttack="true"
ReturnToBaseWhenVictimDead="true"
StateMachine="JetAIStateMachine">
<UnitAITargetChooserData
CanPickDynamicTargets="false"
CanPickDynamicTargetType="ATTACK_MOVE AGGRESSIVE_STANCE"
CheckVisionRange="true"/>
</JetAIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_ActiveBody"
MaxHealth="800" />
</Body>
<Geometry
IsSmall="false">
<Shape
Type="BOX"
MajorRadius="16.0"
MinorRadius="30.0"
Height="8.0"
ContactPointGeneration="VEHICLE">
</Shape>
</Geometry>
<AudioArrayVoice>
<AudioEntry Sound="SovietStealthBomber_VoiceAttack" AudioType="voiceAttack" />
<AudioEntry Sound="SovietStealthBomber_VoiceCreate" AudioType="voiceCreated" />
<AudioEntry Sound="SovietStealthBomber_VoiceMove" AudioType="voiceMove" />
<AudioEntry Sound="SovietStealthBomber_VoiceSelect" AudioType="voiceSelect" />
<AudioEntry Sound="SovietStealthBomber_VoiceSelect" AudioType="voiceSelectUnderFire" />
</AudioArrayVoice>
<AudioArraySound>
<AudioEntry Sound="ALL_CenturyBomber_MoveStart" AudioType="soundMoveStart" />
<AudioEntry Sound="ALL_CenturyBomber_MoveLoop" AudioType="soundMoveLoop" />
</AudioArraySound>
<VisionInfo
VisionRange="150"
ShroudClearingRange="=$STANDARD_SHROUD_CLEAR" />
</GameObject>
</AssetDeclaration>