Documentation (view - edit)
The name of the unit.
The display image.
A small caption just below the image.
The race of the unit that is displayed directly to the left of the name.
The size of the unit. This determines what damage types do less damage to this unit. This is only ever Small, Medium, or Large.
A descriptor to catagorize the unit. This is not an actual statistic and has no effect on the game.
The unit's attributes. Only put Biological, Mechanical, or Robotic here. There is something like 50 hidden attributes and we don't need to see them all.
- damage, ground_attack, air_attack
Determines how much damage this unit does to the respective type.
Vespene Gas cost.
Supply, Psi, or Control cost. Note that in-game, each supply type has it's own pool, effectively making the maximum supply 600.
How many hit points this unit has. If they reach 0 hitpoints, they die.
How many cells away from a unit that this unit can fire at them from. Note that in DAT fields, the range is twice as much as their actual range. (So Marine's range is 4, but in Dat files it displays as 8). There are two separate ones for air (a) and ground (g) weapons and a basic one for units that use the same weapon vs air and ground.
Maximum energy the unit can have.
The amount of energy a unit starts with.
The cooldown for each respective weapon and a default. See Cooldown for how to calculate this. There are two separate ones for air (a) and ground (g) weapons and a basic one for units that use the same weapon vs air and ground.
Bonus Cooldown gained from upgrades such as Adrenal Glands or abilities such as Stimpack. There are two separate ones for air (a) and ground (g) weapons and a basic one for units that use the same weapon vs air and ground. Probably don't need acd2 and gcd2 but they are there just in case.
How many cells this unit can see from where it is standing.
The range that this unit detects cloaked or burrowed units. Usually is just the sight range.
What this unit can morph into.
What this unit morphs from.
The hotkey that builds the unit from the production structure they are built from.
Used for double shortcuts like B->B
What this unit requires before it can be built.
What production structure this unit is built at.
How long it takes for this unit to be built. See Build Time for how to calculate this.
The speed, measured in cells per real-time second, that the unit moves at. See Movement Speed for how to calculate this.
Bonus speed from upgrades such as Metabolic Boost, or abilities such as Stimpack.
The damage per second the unit does. Calculated by damage/cooldown.
Flavor text for speed2
Flavor text for cd2
Flavor text for dps2
Flavor text for gcd2
Flavor text for acd2
Flavor text for gdps2
Flavor text for adps2
Flavor text for energy
Flavor text for energystart
Ends the infobox with some extra info.