This is the biggest reason a UMS map feels unlike the original: unit statistics can be changed per map in ScmDraft 2. EUD is needed to change them *during* a game; starting from different values is done here.
| Max HP · shields · energy | Maximum hit points, shields and energy - how tough a unit is. |
|---|---|
| Damage and attack speed | Damage and cooldown, set per weapon; some units have separate ground and air weapons. |
| Range | Range - you can turn a melee unit into a ranged one. |
| Movement speed | Movement speed, which changes the feel more than anything else. |
| Cost and build time | Cost and build time - your price list, if shops are built from production. |
| Unit name | The displayed name, which is also the name your triggers reference. |
Upgrades are configurable in the same way: how much a level adds and how many levels exist. That is where the pattern of handing out upgrades as level rewards comes from.
Changing statistics resets your balance intuition - everything you knew from the original stops applying. Change a little and play it rather than making large jumps.
Unit names are what triggers and EPScript reference, so do not change them once the map is under way. One altered name breaks every trigger that used it, and in an EUD map the compile fails outright.
