type bloated corpses
dictionary bloated_corpses
category infantry
class missile
voice_type General
accent Zombie
banner faction main_infantry
banner holy crusade
soldier bloated_corpse, 4, 0, 1.2
attributes sea_faring, can_withdraw, hide_forest, very_hardy, cannot_skirmish, is_peasant, can_swim, can_sap
formation 1, 1, 1, 1, 2, square
stat_health 1, 14
stat_pri 50, 5, bloated_corpse_projectile, 20, 1, missile, missile_gunpowder, blunt, none, 25, 1
stat_pri_attr prec
stat_sec 14, 5, no, 0, 0, melee, melee_simple, slashing, sword, 25, 1
stat_sec_attr no
stat_pri_armour 0, 12, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 0
stat_ground 0, 0, 0, 0
stat_mental 63, normal, highly_trained, lock_morale ; don't change training, we want to keep the guys close while moving
stat_charge_dist 0
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 250, 35, 100, 100, 250, 2, 65535
stat_stl 3
armour_ug_levels 0
armour_ug_models bloated_corpse
ownership sicily, slave
era 0 sicily
info_pic_dir merc
card_pic_dir mercs
crusading_upkeep_modifier 1.0
recruit_priority_offset 7
projectile bloated_corpse_projectile
; end effects are handled in the area_effect
; this projectile is extremely sensitive to value changes and relies on the impact delta of the firing animation
area_effect ae_bloated_corpse
damage 100
radius 0.0
mass 0.0
accuracy_vs_units 0.0
min_angle -89.99
max_angle 0
velocity 5000
ground_shatter
body_piercing
display
effect_only
<area_effect>
<name>ae_bloated_corpse</name>
<type>explosion</type>
<effect>bloated_corpse_impact_set</effect>
<impulse_radius>20.0</impulse_radius>
<impulse_force>500.0</impulse_force>
<effective_radius>16.0</effective_radius>
<effective_damage>2.5</effective_damage>
</area_effect>