Lets say you want to call your new unit "Outlaw" and thats how you want it to appear in the editor, etc etc.
YOu open up your protox.xml, and you would type
<unit id="" name="Outlaw">
<displaynameid>x</displaynameid>
<footprint>Footprint Military</footprint>
below the last </unit> piece of writing and before the </proto> The name you have given it will always appear with 3 *'s before the first letter, putting it before the a's in the editor. To stop this, change the "x" into a number which will go for its name in the xpacklanguage.dll.This has basically just given it a name. Now you need to do everything else, its pretty easy to work out what does what, so I'll just give you a quick example of what you might have...
<icon>your outlaw icon .ddt name here</icon>
<maxcontained>1</maxcontained>
<containedattack>0.1000</containedattack>
<initialhitpoints>280.0000</initialhitpoints>
<maxhitpoints>280.0000</maxhitpoints>
<los>28.0000</los>
<portraiticon>your outlaw icon .ddt name here</portraiticon>
<obstructionradiusx>0.7000</obstructionradiusx>
<obstructionradiusz>0.7000</obstructionradiusz>
<soundvariant>Hack</soundvariant>
<birthreplacement>Hero Birth</birthreplacement>
<deadreplacement>Hero Death</deadreplacement>
<ballisticsplashproto>Splash</ballisticsplashproto& gt;
<ballisticbounceproto>Dust Large</ballisticbounceproto>
<rechargetime>9.0000</rechargetime>
<formationcategory>Protected</formationcategory>
<maxvelocity>3.6000</maxvelocity>
<movementtype>land</movementtype>
<turnrate>13.5000</turnrate>
<unitaitype>HandCombative</unitaitype>
<populationcount>2</populationcount>
<buildlimit>1</buildlimit>
<allowedage>4</allowedage>
<bounty resourcetype="Favor">2.1600</bounty>
<bountyfactor resourcetype="Favor">1.0000</bountyfactor>
<rollovertextid>48971</rollovertextid>
<rolloverbonusdamageid>17255</rolloverbonusdamageid >
<rolloveruseagainstid>17317</rolloveruseagainstid&g t;
<rollovercounterwithid>17422</rollovercounterwithid >
<buttonpos row="0" column="2"></buttonpos>
<armor damagetype="Hack" percentflag="1">0.60</armor>
<armor damagetype="Pierce" percentflag="1">0.20</armor>
<armor damagetype="Crush" percentflag="1">0.50</armor>
<unittype>LogicalTypeVolcanoAttack</unittype>
<unittype>LogicalTypeSuperPredatorsAutoAttack</unit type>
<unittype>LogicalTypeCanBeHealed</unittype>
<unittype>LogicalTypeAffectedByRestoration</unittyp e>
<unittype>LogicalTypeAffectedByVortex</unittype>
<unittype>LogicalTypeMilitaryUnitsAndBuildings</uni ttype>
<unittype>LogicalTypeParticipatesInBattlecries</uni ttype>
<unittype>LogicalTypeTornadoAttack</unittype>
<unittype>LogicalTypeSuperPredatorsAttack</unittype >
<unittype>LogicalTypeValidFlamingWeaponsTarget</uni ttype>
<unittype>LogicalTypeConvertsHerds</unittype>
<unittype>LogicalTypeFimbulWinterTCEvalType</unitty pe>
<unittype>LogicalTypeEarthquakeAttack</unittype>
<unittype>LogicalTypeFavoriteUnit</unittype>
<unittype>LogicalTypeValidSpyTarget</unittype>
<unittype>LogicalTypeGreekHeroes</unittype>
<unittype>LogicalTypeValidShiftingSandsTarget</unit type>
<unittype>LogicalTypePredatorsAttack</unittype>
<unittype>LogicalTypeNeededForVictory</unittype>
<unittype>LogicalTypeHandUnitsAutoAttack</unittype& gt;
<unittype>LogicalTypeValidFrostTarget</unittype>
<unittype>LogicalTypeLandMilitary</unittype>
<unittype>LogicalTypeImplodeAttack</unittype>
<unittype>LogicalTypeValidSPCUnitsDeadCondition</un ittype>
<unittype>LogicalTypeAffectedByHealingSpring</unitt ype>
<unittype>LogicalTypeUnitsNotBuildings</unittype> ; ; ;
<unittype>LogicalTypeRangedUnitsAutoAttack</unittyp e>
<unittype>