All of the modified units in the above #UNITS section are due to Darsnan. See his comments in this thread for more information. I just started to use these units, so I don't have any recommendations yet. However, Darsnan has been thinking about how to improve the AI for many years, so I'm confident that his suggestions have merit.
Some of the lines in the #UNITS section are hard coded, in the sense that units on certain line numbers inherit properties that can't be changed by modifying the file. Such units include the "unity wreckage" units and the Battle Ogres. So, whatever unit appears in the Ogre MK3 slot won't be able to heal and will have a Quantum (level 30) reactor. The idea behind replacing the MK3 is that it appears very, very infrequently, so why not use the hard coded slot for some other purpose. Thus we now have a Scud Missile, which, IIRC, has nerve gas pods and a level 30 reactor.
Icon for AA: The units sections that I posted above uses a different icon. Note, near the end of the line, a "-1" replaces the "2" that usually appears. For more information about editing alphax.txt (including the #UNITS section), see Rubin and Darsnan's writeup here.
For more discussion about editing the MK3, see here. For more information about hard coded units, see here.
Some of the lines in the #UNITS section are hard coded, in the sense that units on certain line numbers inherit properties that can't be changed by modifying the file. Such units include the "unity wreckage" units and the Battle Ogres. So, whatever unit appears in the Ogre MK3 slot won't be able to heal and will have a Quantum (level 30) reactor. The idea behind replacing the MK3 is that it appears very, very infrequently, so why not use the hard coded slot for some other purpose. Thus we now have a Scud Missile, which, IIRC, has nerve gas pods and a level 30 reactor.
Icon for AA: The units sections that I posted above uses a different icon. Note, near the end of the line, a "-1" replaces the "2" that usually appears. For more information about editing alphax.txt (including the #UNITS section), see Rubin and Darsnan's writeup here.
For more discussion about editing the MK3, see here. For more information about hard coded units, see here.