<?xml version="1.0"?>
<Data>
	<SpaceUnit Name="MC99_Star_Dreadnaught">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_MC99</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_MC99,
			GALYANA_CLASS_BLANK,
			UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
			GALYANA_CLASS_BLANK,
			STAT_R_MC99_SHIELD,
			STAT_R_MC99_HULL,
			STAT_R_MC99_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltip_MC99,
			GALYANA_CLASS_BLANK,
			STAT_R_MC99_COST,
			STAT_R_MC99_TIME,
			STAT_R_MC99_SHIELD,
			STAT_R_MC99_HULL,
			STAT_R_MC99_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>Galyana_Encyclopedia_Class_Super_Capital</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Vinterdictor_Cruiser Pelleaon_Star_Destroyer Executor_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Defender Skipray_Blastboat TIE_Bomber</Encyclopedia_Vulnerable_To>
		<Moniker>Rebel_Supercapitals.txt</Moniker>

		<Space_Model_Name>MC_99.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_MC99.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>25</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bounds_Scale>0.1</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>360</Size_Value>
		<Scale_Factor>5.0</Scale_Factor>
		<Select_Box_Scale>400</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<!-- These help with pathfinding -->
		<Custom_Hard_XExtent>100.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>100.0</Custom_Hard_YExtent>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>0.06</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>10</Bank_Turn_Angle>
		<Max_Thrust>0.25</Max_Thrust>
		<OverrideAcceleration>.02</OverrideAcceleration>
		<OverrideDeceleration>.02</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.5</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_SuperCapital</Shield_Armor_Type>
		<Shield_Points>8000</Shield_Points>
		<Shield_Refresh_Rate>150</Shield_Refresh_Rate>
		<Armor_Type>Armor_SuperCapital_Heavy</Armor_Type>
		<Tactical_Health>30000</Tactical_Health>
		<Autoresolve_Health>30000</Autoresolve_Health>
		<Energy_Capacity>50000</Energy_Capacity>
		<Energy_Refresh_Rate>2000</Energy_Refresh_Rate>

		<Override_Bounty_SP>1000</Override_Bounty_SP>
		<Override_Bounty_MP>2500</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>200</Damage>
		<AI_Combat_Power>30000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>UEAW_EWing_Squadron, 4</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>B-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5.0</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>UEAW_EWing_Squadron, 16</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>B-Wing_Squadron, 8</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_MC99_TL_01,
			HP_MC99_TL_02,
			HP_MC99_TL_03,
			HP_MC99_TL_04,
			HP_MC99_TL_05,
			HP_MC99_TL_06,
			HP_MC99_TL_07,
			HP_MC99_TL_08,
			HP_MC99_TL_09,
			HP_MC99_ION_01,
			HP_MC99_ION_02,
			HP_MC99_ION_03,
			HP_MC99_ION_04,
			HP_MC99_ION_05,
			HP_MC99_ION_06,
			HP_MC99_PRT_01,
			HP_MC99_PRT_02,
			HP_MC99_PRT_03,
			HP_MC99_PRT_04,
			HP_MC99_PRT_05,
			HP_MC99_PRT_06,
			HP_MC99_Hangar_L,
			HP_MC99_Hangar_R,
			HP_MC99_Engines
		</HardPoints>

		<Space_FOW_Reveal_Range>3000.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Targeting_Max_Attack_Distance>2200.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>SuperCapital</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>5</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Visible_On_Radar_When_Fogged>True</Visible_On_Radar_When_Fogged>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>I_RADAR_SUPERCAPITAL.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.25 0.175</Radar_Icon_Size>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
		<Surface_Bombardment_Capable>Yes</Surface_Bombardment_Capable>

		<CategoryMask>Capital | AntiCapital | AntiFrigate</CategoryMask>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Ship_Class>Super</Ship_Class>
		<Space_Layer>SuperCapital</Space_Layer>
		<Layer_Z_Adjust>-450.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>20000</Build_Cost_Credits>
		<Build_Time_Seconds>180</Build_Time_Seconds>

		<Tech_Level>4</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>5</Required_Star_Base_Level>
		<Required_Planets>MonCalimari, MonCalimari_PM, Kuat, Fondor, Sullust, Hypori, Mandalore, The_Maw, Yaga_Minor</Required_Planets>

		<Score_Cost_Credits>72000</Score_Cost_Credits>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>30</Squadron_Capacity>

		<Galactic_Fleet_Override_Model_Name>w_planet_superfleet.alo</Galactic_Fleet_Override_Model_Name><!--Big Fleet Override icon for SSDs-->
		<Galactic_Fleet_Override_Icon_Index>0</Galactic_Fleet_Override_Icon_Index><!--Big Fleet Override icon for SSDs-->

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, LURE, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
		<Lua_Script>OBJECTSCRIPT_POWERTOSHIELDS_MC99</Lua_Script>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, MC99_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Calamari</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Calamari</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>RHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>RHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Calamari_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Calamari_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEFEND</Type>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Recharge_Seconds>90</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,			3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,			1.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!--make it faster to recharge-->
			<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier> <!--make it faster to recharge-->
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,			3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,					0.8f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>LURE</Type>
			<!--Particles do not match this radius-->
			<Effective_Radius>2000</Effective_Radius>

			<Target_Types>
				Tartan_Patrol_Cruiser,
				Broadside_Class_Cruiser,
				Dreadnaught_Heavy_Cruiser,
				Acclamator_Assault_Ship,
				Acclamator_Assault_Ship_Class_II,
				Interdictor_Cruiser,
				Vinterdictor_Cruiser,
				Victory_Destroyer,
				Escort_Carrier,
				Star_Destroyer,
				Star_Destroyer_Class_II,
				Star_Destroyer_Class_III,
				Corellian_Corvette,
				Corellian_Gunboat,
				Marauder_Missile_Cruiser,
				Venator_Cruiser,
				Nebulon_B_Frigate_Hospital,
				Nebulon_B_Frigate,
				Nebulon_B2_Frigate,
				MC30_Frigate,
				Alliance_Assault_Frigate,
				Nebulon_C_Frigate,
				UEAW_Nebula_SD,
				MC80_LibertyType,
				MC80_HomeOneType,
				Crusader_Gunship,
				Pinance_Heavy_Corvette,
				Recusant_Destroyer,
				Interceptor4_Frigate,
				Munificent_Frigate,
				Orion_Dreadnaught,
				Vengeance_Frigate,
				Pelleaon_Star_Destroyer,
				Krayt_Class_Destroyer,
				Kedalbe_Battleship,
				Lucrehulk_Battleship,
				Gallofree_Corvette,
				ShadowClaw_Corvette,
				Kavadonia_Corvette,
				Ultor_Beam_Cruiser,
				Hutt_Dreadnaught,
				Illuminator_Frigate,
				MC30_ION_Frigate,
				Hutt_Pirate_Frigate,
				Kavadonian_Interceptor_Frigate,
				Executor_Frigate,
				Hutt_Eclipse,
				Gladiator_Cruiser,
				Centurion_Destroyer,
				Venator_SD,
				Executor_Super_Star_Destroyer,
				UEAW_Eclipse,
				Empire_Defense_Station,
				MC99_Star_Dreadnaught,
				Viscount_Calamari_Cruiser,
				Rebel_Defense_Station,
				Super_Carrier,
				Malevolence,
				Underworld_Defense_Station,
				SternenKreuzer,
				Chronoscepter,
				Hutt_Defense_Station
			</Target_Types>

			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>20</Expiration_Seconds>

			<Is_Pulsing>Yes</Is_Pulsing>
			<Pulse_Frequency_Secs>0.5</Pulse_Frequency_Secs>
			<Max_Number_Of_Pulses>40</Max_Number_Of_Pulses>
			<Particle_Effect>Lure_Ability_Particle_MC99</Particle_Effect>
			<Alternate_Name_Text>Galyana_Ability_Lure_MC99</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Lure_MC99</Alternate_Description_Text>

			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
			
			<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_Lure_On</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_Lure_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="MC99_Deflector_Shield">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.10</Redirect_Chance>
			<Block_Chance>0.20</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<!--We can block/redirect shots from the following units types:-->
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>15000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>90</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>4</Build_Limit_Current_Per_Player> <!-- Mainly to prevent GC spam -->
		<Is_Skirmish_Tactical_Super_Weapon>True</Is_Skirmish_Tactical_Super_Weapon> <!-- Used to Disable Unit if Desired -->
	</SpaceUnit>

	<SpaceUnit Name="MC99_Death_Clone">
		<Text_ID>Galyana_Text_MC99</Text_ID>
		<Space_Model_Name>MCC99_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
		<Scale_Factor>5.0</Scale_Factor>
		<Layer_Z_Adjust>-450.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Rebel</Affiliation>
		<Ship_Class>Super</Ship_Class>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>

	<SpaceUnit Name="Viscount_Calamari_Cruiser">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Viscount</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Viscount,
			GALYANA_CLASS_BLANK,
			Galyana_Tooltip_Req_Planets_Viscount,
			GALYANA_CLASS_BLANK,
			STAT_R_VISCOUNT_SHIELD,
			STAT_R_VISCOUNT_HULL,
			STAT_R_VISCOUNT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Viscount,
			GALYANA_CLASS_BLANK,
			STAT_R_VISCOUNT_COST,
			STAT_R_VISCOUNT_TIME,
			STAT_R_VISCOUNT_SHIELD,
			STAT_R_VISCOUNT_HULL,
			STAT_R_VISCOUNT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>Galyana_Encyclopedia_Class_Super_Capital</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Generic_Star_Destroyer Kedalbe_Battleship Venator_SD</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Defender Skipray_Blastboat TIE_Bomber</Encyclopedia_Vulnerable_To>
		<Moniker>Rebel_Supercapitals.txt</Moniker>

		<Space_Model_Name>VISCOUNT.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_VISCOUNT.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>30</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bounds_Scale>0.1</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>360</Size_Value>
		<Scale_Factor>2.7</Scale_Factor>
		<Select_Box_Scale>800</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1200</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<!-- These help with pathfinding -->
		<Custom_Hard_XExtent>100.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>100.0</Custom_Hard_YExtent>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>0.9</Max_Speed>
		<Max_Rate_Of_Turn>0.05</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Max_Thrust>0.15</Max_Thrust>
		<OverrideAcceleration>.02</OverrideAcceleration>
		<OverrideDeceleration>.02</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.5</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_SuperCapital</Shield_Armor_Type>
		<Shield_Points>25000</Shield_Points>
		<Shield_Refresh_Rate>300</Shield_Refresh_Rate>
		<Armor_Type>Armor_SuperCapital_Heavy</Armor_Type>
		<Tactical_Health>50000</Tactical_Health>
		<Autoresolve_Health>50000</Autoresolve_Health>
		<Energy_Capacity>50000</Energy_Capacity>
		<Energy_Refresh_Rate>3000</Energy_Refresh_Rate>

		<Override_Bounty_SP>3000</Override_Bounty_SP>
		<Override_Bounty_MP>6000</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>900</Damage>
		<AI_Combat_Power>50000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 5</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 5</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>B-Wing_Squadron, 3</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>3.0</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 15</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 9</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 15</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>B-Wing_Squadron, 7</Reserve_Spawned_Units_Tech_0>

		<!--HP_VISCOUNT_SHIELD_01,
			HP_VISCOUNT_SHIELD_02,-->
		<HardPoints>
			HP_VISCOUNT_TURBO_01,
			HP_VISCOUNT_TURBO_02,
			HP_VISCOUNT_TURBO_03,
			HP_VISCOUNT_TURBO_04,
			HP_VISCOUNT_TURBO_05,
			HP_VISCOUNT_TURBO_06,
			HP_VISCOUNT_TURBO_07,
			HP_VISCOUNT_TURBO_08,
			HP_VISCOUNT_TURBO_09,
			HP_VISCOUNT_TURBO_10,
			HP_VISCOUNT_TURBO_11,
			HP_VISCOUNT_TURBO_12,
			HP_VISCOUNT_TURBO_13,
			HP_VISCOUNT_TURBO_14,
			HP_VISCOUNT_TURBO_15,
			HP_VISCOUNT_TURBO_16,
			HP_VISCOUNT_TURBO_17,
			HP_VISCOUNT_TURBO_18,
			HP_VISCOUNT_TURBO_19,
			HP_VISCOUNT_TURBO_20,
			HP_VISCOUNT_LASER_01,
			HP_VISCOUNT_LASER_02,
			HP_VISCOUNT_LASER_03,
			HP_VISCOUNT_LASER_04,
			HP_VISCOUNT_LASER_05,
			HP_VISCOUNT_LASER_06,
			HP_VISCOUNT_LASER_07,
			HP_VISCOUNT_LASER_08,
			HP_VISCOUNT_LASER_09,
			HP_VISCOUNT_LASER_10,
			HP_VISCOUNT_LASER_11,
			HP_VISCOUNT_LASER_12,
			HP_VISCOUNT_LASER_13,
			HP_VISCOUNT_LASER_14,
			HP_VISCOUNT_ION_01,
			HP_VISCOUNT_ION_02,
			HP_VISCOUNT_ION_03,
			HP_VISCOUNT_ION_04,
			HP_VISCOUNT_ION_05,
			HP_VISCOUNT_ION_06,
			HP_VISCOUNT_ION_07,
			HP_VISCOUNT_ION_08,
			HP_VISCOUNT_ION_09,
			HP_VISCOUNT_ION_10,
			HP_VISCOUNT_ION_11,
			HP_VISCOUNT_ION_12,
			HP_VISCOUNT_TORP_01,
			HP_VISCOUNT_TORP_02,
			HP_VISCOUNT_TORP_03,
			HP_VISCOUNT_TORP_04,
			HP_VISCOUNT_CONM_01,
			HP_VISCOUNT_CONM_02,
			HP_VISCOUNT_CONM_03,
			HP_VISCOUNT_CONM_04,
			HP_VISCOUNT_FIGHTER_BAY_01,
			HP_VISCOUNT_FIGHTER_BAY_02,
			HP_VISCOUNT_TRACTOR_BEAM_01,
			HP_VISCOUNT_TRACTOR_BEAM_02,
			HP_VISCOUNT_ENGINES_01,
			HP_VISCOUNT_ENGINES_02,
			HP_VISCOUNT_ENGINES_03,
			HP_VISCOUNT_ENGINES_04,
			HP_VISCOUNT_ENGINES_05
		</HardPoints>

		<Space_FOW_Reveal_Range>3850.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Targeting_Max_Attack_Distance>2800.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>SuperCapital</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>5</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Visible_On_Radar_When_Fogged>True</Visible_On_Radar_When_Fogged>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>I_RADAR_SUPERCAPITAL.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.3 0.225</Radar_Icon_Size>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
		<Surface_Bombardment_Capable>Yes</Surface_Bombardment_Capable>

		<CategoryMask>Capital | AntiCapital | AntiFrigate</CategoryMask>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Ship_Class>Super</Ship_Class>
		<Space_Layer>SuperCapital</Space_Layer>
		<Layer_Z_Adjust>-600.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>45000</Build_Cost_Credits>
		<Build_Time_Seconds>225</Build_Time_Seconds>

		<Tech_Level>4</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>5</Required_Star_Base_Level>
		<Required_Planets>MonCalimari, MonCalimari_PM</Required_Planets>

		<Score_Cost_Credits>120000</Score_Cost_Credits>
		<Maintenance_Cost>0.4</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>62</Squadron_Capacity>

		<Galactic_Fleet_Override_Model_Name>w_planet_superfleet.alo</Galactic_Fleet_Override_Model_Name><!--Big Fleet Override icon for SSDs-->
		<Galactic_Fleet_Override_Icon_Index>0</Galactic_Fleet_Override_Icon_Index><!--Big Fleet Override icon for SSDs-->

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Viscount_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Calamari</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Calamari</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>RHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>RHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Calamari</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Calamari_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Calamari_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>CONCENTRATE_FIRE</Type>
			<Effective_Radius>6000</Effective_Radius>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>20</Expiration_Seconds>
			<Particle_Effect>Home_One_Target_Particles</Particle_Effect>
			<GUI_Activated_Ability_Name>Viscount_Concentrate_Fire_Ability</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Barrage_Calamari</SFXEvent_Target_Ability>
			<Alternate_Description_Text>Galyana_Ability_Text_ConcentrateFire_Viscount</Alternate_Description_Text>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TRACTOR_BEAM</Type>
			<GUI_Activated_Ability_Name>Viscount_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name> <!--GUI Command Bar support-->
			<Recharge_Seconds>25</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Tractor_Beam_Attack_Ability Name="Viscount_Tractor_Beam_Attack_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories> <!--Capital-->
			<Applicable_Unit_Types>
				Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship,
				Generic_Star_Destroyer, Star_Destroyer, Star_Destroyer_Tractor_Fighters, UEAW_CLASS2_ISD_GENERIC, Star_Destroyer_Class_II, ISD_Class_3_Generic, Star_Destroyer_Class_III,
				Arc_Hammer, ISD_Gorgon, ISD_Basilisk, ISD_Hydra, ISD_Manticore, Accuser_Star_Destroyer, Admonitor_Star_Destroyer,
				UEAW_Nebula_SD, MC80_LibertyType, MC80_HomeOneType, Calamari_Cruiser, Moff_Falast_Star_Destroyer, Home_One,
				Krayt_Class_Destroyer, Kedalbe_Battleship, Lucrehulk_Battleship, The_Peacebringer, Errant_Venture,
				Centurion_Destroyer, Venator_SD, Pestelous_ISD,
				Keldalbe_Prototype, Zylon_Destroyer_No_Fighters, Zylon_Destroyer, Rebel_Zylon_Destroyer, Empire_Zylon_Destroyer, Underworld_Zylon_Destroyer, Hutt_Zylon_Destroyer
			</Applicable_Unit_Types>
			<Excluded_Unit_Types>
				Buzz_Droids, Buzz_Droids_Mirage_Mk2
			</Excluded_Unit_Types>
			<Activation_Min_Range>50</Activation_Min_Range>
			<Activation_Max_Range>2500</Activation_Max_Range>
			<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
			<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
			<Stacking_Category>0</Stacking_Category>
		</Tractor_Beam_Attack_Ability>
		<Concentrate_Fire_Attack_Ability Name="Viscount_Concentrate_Fire_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
			<Target_Damage_Increase_Percent>0.25</Target_Damage_Increase_Percent>
			<Target_Speed_Decrease_Percent>0.0</Target_Speed_Decrease_Percent>
			<Stacking_Category>0</Stacking_Category>
		</Concentrate_Fire_Attack_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>30000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>150</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
		<Is_Skirmish_Tactical_Super_Weapon>True</Is_Skirmish_Tactical_Super_Weapon> <!-- Used to Disable Unit if Desired -->
	</SpaceUnit>

	<SpaceUnit Name="Viscount_Death_Clone">
		<Text_ID>Galyana_Unit_Viscount</Text_ID>
		<Space_Model_Name>VISCOUNT_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
		<Scale_Factor>2.7</Scale_Factor>
		<Layer_Z_Adjust>-600.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Rebel</Affiliation>
		<Ship_Class>Super</Ship_Class>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
</Data>
