<?xml version="1.0" encoding="utf-8"?>
<Data>
	<SpaceUnit Name="SternenKreuzer">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Sternenkreuzer_Shipyard</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_SternenKreuzer,
			GALYANA_CLASS_BLANK,
			UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
			GALYANA_CLASS_BLANK,
			STAT_H_BASESTAR_SHIELD,
			STAT_H_BASESTAR_HULL,
			STAT_H_BASESTAR_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltip_SternenKreuzer,
			GALYANA_CLASS_BLANK,
			STAT_H_BASESTAR_COST,
			STAT_H_BASESTAR_TIME,
			STAT_H_BASESTAR_SHIELD,
			STAT_H_BASESTAR_HULL,
			STAT_H_BASESTAR_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>Galyana_Encyclopedia_Class_Super_Capital</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Krayt_Class_Destroyer UEAW_Nebula_SD Star_Destroyer</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Defender Skipray_Blastboat B-Wing</Encyclopedia_Vulnerable_To>
		<Moniker>Hutt_Supercapitals.txt</Moniker>

		<Space_Model_Name>Sternenkreuzer.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_STERNENKREUZER.tga</Icon_Name>
		<Affiliation>Hutts</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>2.0</Scale_Factor>
		<Select_Box_Scale>400</Select_Box_Scale>
		<Select_Box_Z_Adjust>-100</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>0.1</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Max_Thrust>0.3</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>200</Shield_Refresh_Rate>
		<Armor_Type>Armor_SuperCapital</Armor_Type>
		<Tactical_Health>25000</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>400</Damage>
		<AI_Combat_Power>40000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Viper_Squadron, 6</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5.0</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Viper_Squadron, 18</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 6</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			BS_HP_11, BS_HP_12, BS_HP_13, BS_HP_21, BS_HP_22, BS_HP_23, BS_HP_31, BS_HP_32, BS_HP_33, BS_HP_41, BS_HP_42, BS_HP_43,
			BS_HP_51, BS_HP_52, BS_HP_53, BS_HP_61, BS_HP_62, BS_HP_63, BS_HP_71, BS_HP_72, BS_HP_73, BS_HP_81, BS_HP_82, BS_HP_83,
			BS_Shield, BS_Hangar_01, BS_Hangar_02, BS_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>2250.0</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_STERNENKREUZER.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.1 0.15</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>5</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>84000</Score_Cost_Credits>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>32</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>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, SternenKreuzer_Death_Clone</Death_Clone>
		<Death_Explosions>Galyana_Custom_Explosion</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_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>UHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>UHD_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_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>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="SternenKreuzer_Healing">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Heal_Range>2500.0</Heal_Range>
			<Heal_Percent>0.1</Heal_Percent>
<!--			<Blob_Color>0, 255, 0, 255</Blob_Color>-->
			<Heal_Interval_In_Secs>6</Heal_Interval_In_Secs>
			<Single_Target_Heal>no</Single_Target_Heal>
			<Heal_Range_Blob_Material>Healing_Range_Indicator_Highlight_2</Heal_Range_Blob_Material>
			<Applicable_Unit_Categories>Fighter, Transport, Bomber, Corvette, Frigate, Capital, Hero</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
				Buzz_Droids_Mirage_Mk2,
				Hutt_Asteroid_Base_1, Hutt_Asteroid_Base_2, Hutt_Asteroid_Base_3, Hutt_Asteroid_Base_4, Hutt_Asteroid_Base_5, Hutt_Defense_Station_GC,
				Skirmish_Hutt_Base_1, Skirmish_Hutt_Base_2, Skirmish_Hutt_Base_3, Skirmish_Hutt_Base_4, Skirmish_Hutt_Base_5, Hutt_Defense_Station,
				Tournament_Hutt_Base_1, Tournament_Hutt_Base_2, Tournament_Hutt_Base_3, Tournament_Hutt_Base_4, Tournament_Hutt_Base_5,
				Upgrade_Drydock_1H, Upgrade_Drydock_2H, Upgrade_Drydock_3H, Upgrade_Drydock_4H, Advanced_Drydock_H,
				Tournament_Upgrade_Drydock_1H, Tournament_Upgrade_Drydock_2H, Tournament_Upgrade_Drydock_3H, Tournament_Upgrade_Drydock_4H, Tournament_Advanced_Drydock_H,
				Hutt_Asteroid_Base, Skirmish_Hutt_Asteroid_Base
			</Excluded_Unit_Types>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
			<Target_Particle_Effect>Shield_Sparks_Medium</Target_Particle_Effect>
			<Target_Particle_Bone_Name/>
			<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>1.2, 1.2, 2.0</Target_Light_Effect_Color>
			<Target_Light_Effect_Color2/>
			<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
			<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 1.2, 2.0</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>15000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>105</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="SternenKreuzer_Death_Clone">
		<Text_ID>Galyana_Text_Sternenkreuzer_Shipyard</Text_ID>
		<Space_Model_Name>STERNENKREUZER_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>2.0</Scale_Factor>
		<Layer_Z_Adjust>-450.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.4</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>Hutts</Affiliation>
		<Ship_Class>Super</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>

	<SpaceUnit Name="Chronoscepter">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Chronoscepter</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_Chronoscepter,
			GALYANA_CLASS_BLANK,
			Galyana_Tooltip_Req_Planets_Chronoscepter,
			GALYANA_CLASS_BLANK,
			STAT_H_CHRONOSCEPTER_SHIELD,
			STAT_H_CHRONOSCEPTER_HULL,
			STAT_H_CHRONOSCEPTER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltip_Chronoscepter,
			GALYANA_CLASS_BLANK,
			STAT_H_CHRONOSCEPTER_COST,
			STAT_H_CHRONOSCEPTER_TIME,
			STAT_H_CHRONOSCEPTER_SHIELD,
			STAT_H_CHRONOSCEPTER_HULL,
			STAT_H_CHRONOSCEPTER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>Galyana_Encyclopedia_Class_Super_Capital</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Empire_Star_Base_5 Rebel_Star_Base_5 Underworld_Star_Base_5</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Defender B-Wing Skipray_Blastboat</Encyclopedia_Vulnerable_To>
		<Moniker>Hutt_Supercapitals.txt</Moniker>

		<Space_Model_Name>Chronoscepter.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_CHRONOSCEPTER.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>30</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bounds_Scale>0.05</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>360</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>50</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>0.8</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>2</Bank_Turn_Angle>
		<Max_Thrust>0.1</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>400</Shield_Refresh_Rate>
		<Armor_Type>Armor_SuperCapital_Heavy</Armor_Type>
		<Tactical_Health>45000</Tactical_Health>
		<Autoresolve_Health>50000</Autoresolve_Health>
		<Energy_Capacity>50000</Energy_Capacity>
		<Energy_Refresh_Rate>4000</Energy_Refresh_Rate>

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

	<!-- Damage - Targeting Info -->
		<Damage>1000</Damage>
		<AI_Combat_Power>55000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Mirage_Squadron, 8</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 4</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Mirage_Squadron, 40</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 20</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>3.0</Spawned_Squadron_Delay_Seconds>

		<HardPoints>
			HP_Chronos_HB_01, HP_Chronos_HB_02, HP_Chronos_HB_03, HP_Chronos_HB_04, HP_Chronos_HB_05, HP_Chronos_HB_06,
			HP_Chronos_HB_07, HP_Chronos_HB_08, HP_Chronos_HB_09, HP_Chronos_HB_10, HP_Chronos_HB_11, HP_Chronos_HB_12,
			HP_Chronos_HB_13, HP_Chronos_HB_14, HP_Chronos_HB_15, HP_Chronos_HB_16, HP_Chronos_HB_17, HP_Chronos_HB_18,
			HP_Chronos_HB_19, HP_Chronos_HB_20, HP_Chronos_HB_21, HP_Chronos_HB_22, HP_Chronos_HB_23, HP_Chronos_HB_24,
			HP_Chronos_FB_01, HP_Chronos_FB_02, HP_Chronos_FB_03, HP_Chronos_FB_04,HP_Chronos_FB_05, HP_Chronos_FB_06,
			HP_Chronos_FB_07, HP_Chronos_FB_08, HP_Chronos_FB_09, HP_Chronos_FB_10, HP_Chronos_FB_11, HP_Chronos_FB_12,
			HP_Chronos_FB_13, HP_Chronos_FB_14, HP_Chronos_FB_15, HP_Chronos_FB_16, HP_Chronos_FB_17, HP_Chronos_FB_18,
			HP_Chronos_Beam_01, HP_Chronos_Beam_02, HP_Chronos_Beam_03, HP_Chronos_Beam_04, HP_Chronos_Beam_05, HP_Chronos_Beam_06,
			HP_Chronos_Beam_07, HP_Chronos_Beam_08, HP_Chronos_Beam_09, HP_Chronos_Beam_10, HP_Chronos_Beam_11, HP_Chronos_Beam_12,
			HP_Chronos_Shield_01, HP_Chronos_Shield_02, HP_Chronos_Shield_03, HP_Chronos_Hangar, HP_Chronos_Engines
		</HardPoints>

		<Space_FOW_Reveal_Range>4000.0</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>3000.0</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_Executor.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.25 0.3</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>
		<Is_Super_Weapon_Killer>Yes</Is_Super_Weapon_Killer><!-- The Chronoscepter is a Death Star killer! -->

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>55000</Build_Cost_Credits>
		<Build_Time_Seconds>240</Build_Time_Seconds>

		<Tech_Level>5</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>Kavadonia</Required_Planets>

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

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>72</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>
		<Lua_Script>OBJECTSCRIPT_ADAPTIVEFORCEFIELD_CHRONOSCEPTER</Lua_Script>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Chronoscepter_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Star_Destroyer</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard>
		<SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite>
		<SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage>
		<SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Star_Destroyer</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Star_Destroyer</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>UHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>UHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Star_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Star_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEFEND</Type>
			<Recharge_Seconds>180</Recharge_Seconds>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,		0.05f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	0.5f</Mod_Multiplier>
<!--			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>--> <!-- Disabled weapons via hardpoints.xml -->
			<Expiration_Seconds>30</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
			<Alternate_Name_Text>Galyana_Ability_Force_Field</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Force_Field</Alternate_Description_Text>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>30000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>155</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="Chronoscepter_Death_Clone">
		<Text_ID>Galyana_Text_Chronoscepter</Text_ID>
		<Space_Model_Name>CHRONOSCEPTER_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>1.6</Scale_Factor>
		<Layer_Z_Adjust>-600.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.4</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>Hutts</Affiliation>
		<Ship_Class>Super</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
</Data>

