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<?xml version="1.0"?>
<Data>
<SpaceUnit Name="UEAW_Nebula_SD">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_NEBULASD</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_NEBULASD,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_R_NEBULASD_SHIELD,
STAT_R_NEBULASD_HULL,
STAT_R_NEBULASD_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_NEBULASD,
GALYANA_CLASS_BLANK,
STAT_R_NEBULASD_COST,
STAT_R_NEBULASD_TIME,
STAT_R_NEBULASD_SHIELD,
STAT_R_NEBULASD_HULL,
STAT_R_NEBULASD_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Dreadnaught_Heavy_Cruiser Pinance_Heavy_Corvette Hutt_Dreadnaught</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Assault_Gunboat Krayt_Class_Destroyer Aqulamator_Bomber</Encyclopedia_Vulnerable_To>
<Moniker>Rebel_Capitals.txt</Moniker>
<Space_Model_Name>UEAW_Nebula.ALO</Space_Model_Name>
<Icon_Name>UEAW_Button_NebulaSD.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>3.5</Scale_Factor> <!-- 13.2 > 3.5 -->
<Select_Box_Scale>200</Select_Box_Scale> <!-- 46 > 200 -->
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>0.5</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2400</Shield_Points>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital_Heavy</Armor_Type>
<Tactical_Health>6000</Tactical_Health>
<Autoresolve_Health>7000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>75</Damage>
<AI_Combat_Power>5000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>UEAW_EWing_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>UEAW_EWing_Squadron, 6</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_NebulaSD_Tractor,
HP_NebulaSD_Shields,
HP_NebulaSD_Engines,
HP_NebulaSD_Hangar,
HP_NebulaSD_LL01_Dummy,
HP_NebulaSD_LR01_Dummy,
HP_NebulaSD_TL01,
<!-- HP_NebulaSD_IL01,-->
HP_NebulaSD_TL02,
HP_NebulaSD_TL03,
HP_NebulaSD_TR01,
<!-- HP_NebulaSD_IR01,-->
HP_NebulaSD_TR02,
HP_NebulaSD_TR03
</HardPoints>
<Space_FOW_Reveal_Range>1600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship_empire.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-300.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units><!-- No slicing required -->
<Build_Cost_Credits>4600</Build_Cost_Credits>
<Build_Time_Seconds>75</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>4</Required_Star_Base_Level>
<Required_Planets>MonCalimari, MonCalimari_PM, Kuat, Fondor, Sullust, Hypori, Mandalore, The_Maw, Yaga_Minor</Required_Planets>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>3500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>42000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>9</Squadron_Capacity>
<!-- 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, UEAW_Nebula_Deathclone</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_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_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_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</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>TURBO</Type>
<Expiration_Seconds>30</Expiration_Seconds>
<Recharge_Seconds>70</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 1.8f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated/>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>NebulaSD_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="NebulaSD_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>1250</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>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>4600</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="UEAW_Nebula_Deathclone">
<Text_ID>UEAW_UNIT_NEBULASD</Text_ID>
<Space_Model_Name>UEAW_Nebula_Death.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>14</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Rebel</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="MC80_LibertyType">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_MC80_LIBERTYTYPE</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_MC80_LIBERTYTYPE,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_R_MC80A_SHIELD,
STAT_R_MC80A_HULL,
STAT_R_MC80A_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_MC80_LIBERTYTYPE,
GALYANA_CLASS_BLANK,
STAT_R_MC80A_COST,
STAT_R_MC80A_TIME,
STAT_R_MC80A_SHIELD,
STAT_R_MC80A_HULL,
STAT_R_MC80A_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Victory_Destroyer Acclamator_Assault_Ship Interceptor4_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Bomber Skipray_Blastboat Aqulamator_Bomber</Encyclopedia_Vulnerable_To>
<Moniker>Rebel_Capitals.txt</Moniker>
<Space_Model_Name>RV_MONCALCRUISER.ALO</Space_Model_Name>
<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>RV_moncalcruiser.ALO</GUI_Model_Name>
<GUI_Distance>1650</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2000</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital_Heavy</Armor_Type>
<Tactical_Health>5000</Tactical_Health> <!-- SoaFE: was 8500 -->
<Autoresolve_Health>7000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>75</Damage>
<AI_Combat_Power>5500</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 6</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Calamari_Cruiser_Fighter_Bay,
HP_Calamari_Cruiser_Weapon_FL,
HP_Calamari_Cruiser_Weapon_FR,
HP_Calamari_Cruiser_Weapon_BL,
HP_Calamari_Cruiser_Weapon_BR,
HP_Calamari_Cruiser_Weapon_ML,
HP_Calamari_Cruiser_Weapon_MR,
HP_Calamari_Cruiser_Engines
</HardPoints>
<Should_Be_Destroyed_When_All_Hardpoints_Destroyed>No</Should_Be_Destroyed_When_All_Hardpoints_Destroyed>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-290.0</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_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>2000</Slice_Cost_Credits>
<Build_Cost_Credits>5000</Build_Cost_Credits>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Planets>MonCalimari, MonCalimari_PM, Kuat, Fondor, Sullust, Hypori, Mandalore, The_Maw, Yaga_Minor</Required_Planets>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>3000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>42000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>13</Squadron_Capacity>
<!-- 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_PowerToShields</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, MC80_LibertyType_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_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>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 2.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.2f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>40</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="MC80_LibertyType_Death_Clone">
<Text_ID>UEAW_UNIT_MC80_LIBERTYTYPE</Text_ID>
<Space_Model_Name>RV_MONCALCRUISER_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-290.0</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>Rebel</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Glory_Cinematics>CAM_Calamari_Cruiser_Die.tec</Glory_Cinematics>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="MC80_HomeOneType">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_MC80_HOMEONETYPE</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_MC80_HOMEONETYPE,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_R_MC80B_SHIELD,
STAT_R_MC80B_HULL,
STAT_R_MC80B_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_MC80_HOMEONETYPE,
GALYANA_CLASS_BLANK,
STAT_R_MC80B_COST,
STAT_R_MC80B_TIME,
STAT_R_MC80B_SHIELD,
STAT_R_MC80B_HULL,
STAT_R_MC80B_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Victory_Destroyer Acclamator_Assault_Ship Interceptor4_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Bomber Skipray_Blastboat Aqulamator_Bomber</Encyclopedia_Vulnerable_To>
<Moniker>Rebel_Capitals.txt</Moniker>
<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_HOME_ONE.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Width>500</GUI_Bracket_Width>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.15</Scale_Factor>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.6</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.25</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>3000</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital_Heavy</Armor_Type>
<Tactical_Health>8500</Tactical_Health>
<Autoresolve_Health>8000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>80</Damage>
<AI_Combat_Power>6000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>B-Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 6</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>B-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_MC80_Shield_Generator,
HP_MC80_Fighter_Bay,
HP_MC80_Engines,
HP_MC80_TBL_BL,
HP_MC80_TBL_BR,
HP_MC80_TBL_FL,
HP_MC80_TBL_FR,
HP_MC80_IC_BL,
HP_MC80_IC_BR,
HP_MC80_IC_FL,
HP_MC80_IC_FR
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-290.0</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_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>2000</Slice_Cost_Credits>
<Build_Cost_Credits>6000</Build_Cost_Credits>
<Build_Time_Seconds>105</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>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>3250</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>48000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>9</Squadron_Capacity>
<!-- 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_PowerToShields</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, MC80_HomeOneType_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_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>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 2.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.2f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="MC80_HomeOneType_Death_Clone">
<Text_ID>UEAW_UNIT_MC80_HOMEONETYPE</Text_ID>
<Space_Model_Name>RV_HOMEONE_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.15</Scale_Factor>
<Layer_Z_Adjust>-290.0</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>Rebel</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<!-- No longer used but kept for compatability -->
<SpaceUnit Name="Calamari_Cruiser"> <!--Varianted for stability-->
<Variant_Of_Existing_Type>MC80_LibertyType</Variant_Of_Existing_Type>
<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
<Tech_Level>99</Tech_Level>
</SpaceUnit>
<SpaceUnit Name="Calamari_Cruiser_Death_Clone"> <!-- Used as MP Geonosis space prop -->
<Variant_Of_Existing_Type>MC80_LibertyType_Death_Clone</Variant_Of_Existing_Type>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,855 @@
<?xml version="1.0"?>
<Data>
<SpaceUnit Name="Corellian_Corvette">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_CORELLIAN_CORVETTE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_CORELLIAN_CORVETTE,
GALYANA_CLASS_BLANK,
STAT_R_CORELLIANCORVETTE_SHIELD,
STAT_R_CORELLIANCORVETTE_HULL,
STAT_R_CORELLIANCORVETTE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_CORELLIAN_CORVETTE,
GALYANA_CLASS_BLANK,
STAT_R_CORELLIANCORVETTE_COST,
STAT_R_CORELLIANCORVETTE_TIME,
STAT_R_CORELLIANCORVETTE_SHIELD,
STAT_R_CORELLIANCORVETTE_HULL,
STAT_R_CORELLIANCORVETTE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Vengeance_Frigate Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_CORVETTE.ALO</Space_Model_Name>
<Icon_Name>i_button_corellian_corvette.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>RV_CORVETTE.ALO</GUI_Model_Name>
<GUI_Distance>600</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.2</Max_Speed> <!--Was 3.25-->
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>1.25</Max_Rate_Of_Turn> <!--was 1.50-->
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.5</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>600</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette_Heavy</Armor_Type>
<Tactical_Health>750</Tactical_Health>
<Autoresolve_Health>650</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>150</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>1300</AI_Combat_Power>
<HardPoints>
HP_Corellian_Corvette_01,
HP_Corellian_Corvette_02,
HP_Corellian_Corvette_03,
HP_Corellian_Corvette_04,
HP_Corellian_Corvette_05,
HP_Corellian_Corvette_06,
HP_Corellian_Corvette_07,
HP_Corellian_Corvette_08
</HardPoints>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</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_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>675</Slice_Cost_Credits>
<Build_Cost_Credits>1250</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>625</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>1300</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Death_Clone>Damage_Normal, Corellian_Corvette_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_Corvette</SFXEvent_Build_Complete>
<!--<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>-->
<SFXEvent_Select>Unit_Select_Corvette</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Corvette</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Corvette</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Corvette</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Corvette</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Corvette</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Corvette</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Corvette</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Corvette_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Corvette_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TURBO</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Recharge_Seconds>50</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.8f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 2.0f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>13</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Corellian_Corvette_Death_Clone">
<Text_ID>TEXT_UNIT_CORELLIAN_CORVETTE</Text_ID>
<Space_Model_Name>RV_Corvette_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.5</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Rebel</Affiliation>
<Ship_Class>Corvette</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Corellian_Gunboat">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_CORELLIAN_GUNBOAT</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_CORELLIAN_GUNBOAT,
GALYANA_CLASS_BLANK,
STAT_R_CORELLIANGUNBOAT_SHIELD,
STAT_R_CORELLIANGUNBOAT_HULL,
STAT_R_CORELLIANGUNBOAT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_CORELLIAN_GUNBOAT,
GALYANA_CLASS_BLANK,
STAT_R_CORELLIANGUNBOAT_COST,
STAT_R_CORELLIANGUNBOAT_TIME,
STAT_R_CORELLIANGUNBOAT_SHIELD,
STAT_R_CORELLIANGUNBOAT_HULL,
STAT_R_CORELLIANGUNBOAT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser TIE_Bomber Skipray_Blastboat</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Vengeance_Frigate Victory_Destroyer Interceptor4_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_GUNSHIP.ALO</Space_Model_Name>
<Icon_Name>i_button_corellian_gunship.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>RV_GUNSHIP.ALO</GUI_Model_Name>
<GUI_Distance>600</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.8</Max_Speed> <!--Was 3.0-->
<Max_Rate_Of_Turn>1.2</Max_Rate_Of_Turn> <!--was 1.6-->
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>800</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette_Heavy</Armor_Type>
<Tactical_Health>700</Tactical_Health>
<Autoresolve_Health>700</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>150</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>25</Damage>
<AI_Combat_Power>1400</AI_Combat_Power>
<HardPoints>
HP_Corellian_Gunship_01,
HP_Corellian_Gunship_02,
HP_Corellian_Gunship_03,
HP_Corellian_Gunship_04,
HP_Corellian_Gunship_05,
HP_Corellian_Gunship_06,
HP_Corellian_Gunship_07,
HP_Corellian_Gunship_08
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Corvette | AntiCorvette</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</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_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>600</Slice_Cost_Credits>
<Build_Cost_Credits>1350</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>750</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>1400</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>6</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Death_Clone>Damage_Normal, Corellian_Gunboat_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_Gunboat</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Gunboat</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Gunboat</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gunboat</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Gunboat</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Gunboat</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Gunboat</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Gunboat</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Gunboat</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Gunboat_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gunboat_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gunboat_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gunboat_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TURBO</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Recharge_Seconds>50</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.8f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 2.0f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Gunboat</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Corellian_Gunboat_Death_Clone">
<Text_ID>TEXT_UNIT_CORELLIAN_GUNBOAT</Text_ID>
<Space_Model_Name>RV_gunship_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.5</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Rebel</Affiliation>
<Ship_Class>Corvette</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Marauder_Missile_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_MARAUDER_CRUISER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_MARAUDER,
GALYANA_CLASS_BLANK,
STAT_R_MARAUDER_SHIELD,
STAT_R_MARAUDER_HULL,
STAT_R_MARAUDER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_MARAUDER,
GALYANA_CLASS_BLANK,
STAT_R_MARAUDER_COST,
STAT_R_MARAUDER_TIME,
STAT_R_MARAUDER_SHIELD,
STAT_R_MARAUDER_HULL,
STAT_R_MARAUDER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Empire_Star_Base_1 TIE_Fighter Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Vengeance_Frigate Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Vulnerable_To>
<Space_Model_Name>rv_missile_ship.ALO</Space_Model_Name>
<Icon_Name>i_button_marauder.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.8</Max_Speed> <!--Was 3.25-->
<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.5</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>600</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>150</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Diamond_Boron_Missile</Projectile_Types>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Targeting_Fire_Inaccuracy>Fighter, 120.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 120.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 100.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 120.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 100.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 80.0</Targeting_Fire_Inaccuracy>
<!-- <Targeting_Fire_Inaccuracy_Fixed_Radius>100</Targeting_Fire_Inaccuracy_Fixed_Radius>-->
<!-- <HardPoints>
HP_Marauder_Cruiser_00,
HP_Marauder_Cruiser_01,
HP_Marauder_Cruiser_02
</HardPoints>-->
<Space_FOW_Reveal_Range>1250.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>3000.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>200.0</Targeting_Min_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>SpaceArtillery</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Corvette | AntiFrigate | AntiCapital</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</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_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>600</Slice_Cost_Credits>
<Build_Cost_Credits>1800</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>900</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>1500</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Death_Clone>Damage_Normal, Marauder_Missile_Cruiser_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_Marauder_Cruiser</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Boron_Missile_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Marauder_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Marauder_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Marauder_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Marauder_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Marauder_Cruiser</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Marauder_Cruiser</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Engine_Idle_Loop>Unit_Gunboat_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gunboat_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gunboat_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>25</Expiration_Seconds>
<!-- <Disable_Movement>Yes</Disable_Movement>-->
<Mod_Multiplier>SPEED_MULTIPLIER, 0.2f</Mod_Multiplier>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.3f</Mod_Multiplier>
<Projectile_Types_Override>Proj_Ship_Diamond_Boron_Missile_Barrage</Projectile_Types_Override>
<Targeting_Max_Attack_Distance>3500.0</Targeting_Max_Attack_Distance>
<Targeting_Fire_Inaccuracy_Fixed_Radius_Override>300.0</Targeting_Fire_Inaccuracy_Fixed_Radius_Override>
<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_NAME</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_DESCRIPTION</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_BARRAGE_AREA.TGA</Alternate_Icon_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Marauder_Cruiser</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
</Unit_Abilities_Data>
<!--GUEAW recoded `BARRAGE` ability. Now uses Hardpoints to make fire inaccuracies work.-->
<!-- <Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ROCKET_ATTACK</Type>
<Expiration_Seconds>10.0</Expiration_Seconds>
<Recharge_Seconds>40.0</Recharge_Seconds>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.001f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Marauder_Cruiser</SFXEvent_GUI_Unit_Ability_Activated>
<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_NAME</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_DESCRIPTION</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_BARRAGE_AREA.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>-->
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Marauder_Missile_Cruiser_Death_Clone">
<Text_ID>TEXT_UNIT_MARAUDER_CRUISER</Text_ID>
<Space_Model_Name>RV_missile_ship_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Rebel</Affiliation>
<Ship_Class>Corvette</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Tantive_IV">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_TANTIVE_IV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_CORELLIAN_CORVETTE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Pirate_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_Corvette_Leia.ALO</Space_Model_Name>
<Icon_Name>i_button_corellian_corvette.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>RV_CORVETTE.ALO</GUI_Model_Name>
<GUI_Distance>600</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.45</Max_Speed> <!--Was 3.25; 2.45-->
<Min_Speed>1.0</Min_Speed> <!-- SoaFE: Was 2.0 -->
<Max_Rate_Of_Turn>1.25</Max_Rate_Of_Turn> <!--was 1.5-->
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.5</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette_Heavy</Armor_Type>
<Tactical_Health>800</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>10000</AI_Combat_Power>
<HardPoints>
HP_Corellian_Corvette_01,
HP_Corellian_Corvette_02,
HP_Tantive_IV_Engines
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Should_Attacker_Hold_Fire_For_Special_Ability>True</Should_Attacker_Hold_Fire_For_Special_Ability>
<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Property_Flags>NotOpportunityTarget</Property_Flags>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>1250</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>99</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>1250</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Death_Clone>Damage_Normal, Tantive_IV_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_Corvette</SFXEvent_Build_Complete>
<!--<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>-->
<SFXEvent_Select>Unit_Select_Corvette</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Corvette</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Corvette</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Corvette</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Corvette</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Corvette</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Corvette</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Corvette</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Corvette_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Corvette_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</SpaceUnit>
<SpaceUnit Name="Tantive_IV_Death_Clone">
<Text_ID>TEXT_UNIT_TANTIVE_IV</Text_ID>
<Space_Model_Name>RV_Corvette_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.5</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Rebel</Affiliation>
<Ship_Class>Corvette</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,778 @@
<?xml version="1.0"?>
<Data>
<SpaceUnit Name="Alliance_Assault_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_ASSAULT_FRIGATE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_ASSAULT_FRIGATE,
GALYANA_CLASS_BLANK,
STAT_R_ASSAULTFRIGATE_SHIELD,
STAT_R_ASSAULTFRIGATE_HULL,
STAT_R_ASSAULTFRIGATE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_ASSAULT_FRIGATE,
GALYANA_CLASS_BLANK,
STAT_R_ASSAULTFRIGATE_COST,
STAT_R_ASSAULTFRIGATE_TIME,
STAT_R_ASSAULTFRIGATE_SHIELD,
STAT_R_ASSAULTFRIGATE_HULL,
STAT_R_ASSAULTFRIGATE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser Crusader_Gunship Broadside_Class_Cruiser</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Bomber Star_Destroyer Kedalbe_Battleship</Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_ASSAULTFRIGATE.ALO</Space_Model_Name>
<Icon_Name>i_button_alliance_assault_frigate.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>6</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>RV_assaultfrigate.ALO</GUI_Model_Name>
<GUI_Distance>1200</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>330</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.7</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1200</Shield_Points>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate><!--63-->
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>3600</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>45</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 0</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 0</Reserve_Spawned_Units_Tech_0>
<HardPoints>
UEAW_HP_Assault_Frigate_Fighter_Bay,
HP_Assault_Frigate_Weapon_FL,
HP_Assault_Frigate_Weapon_FR,
HP_Assault_Frigate_Weapon_BL,
HP_Assault_Frigate_Weapon_BR,
HP_Assault_Frigate_Engines
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1400</Slice_Cost_Credits>
<Build_Cost_Credits>3000</Build_Cost_Credits>
<Build_Time_Seconds>45</Build_Time_Seconds>
<Tech_Level>2</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>3</Squadron_Capacity>
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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_PowerToShields</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Assault_Frigate_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Death_Leave_Hulk_Behind>No</Death_Leave_Hulk_Behind>
<!-- 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_Assault_Frigate</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Assault_Frigate</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Assault_Frigate</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Assault_Frigate</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Assault_Frigate</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Assault_Frigate</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Assault_Frigate</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Assault_Frigate</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Assault_Frigate</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Assault_Frigate</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>DEFEND</Type>
<Expiration_Seconds>15</Expiration_Seconds>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 2.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.9f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>25</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Assault_Frigate_Death_Clone">
<Text_ID>TEXT_UNIT_ASSAULT_FRIGATE</Text_ID>
<Space_Model_Name>RV_AssaultFrigate_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Rebel</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="MC30_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_MC30_FRIGATE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_MC30_FRIGATE,
GALYANA_CLASS_BLANK,
STAT_R_MC30C_SHIELD,
STAT_R_MC30C_HULL,
STAT_R_MC30C_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_MC30_FRIGATE,
GALYANA_CLASS_BLANK,
STAT_R_MC30C_COST,
STAT_R_MC30C_TIME,
STAT_R_MC30C_SHIELD,
STAT_R_MC30C_HULL,
STAT_R_MC30C_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer Kedalbe_Battleship Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Bomber Vengeance_Frigate Aqulamator_Bomber</Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_MC30CMONCAL.ALO</Space_Model_Name>
<Icon_Name>i_button_mc30c.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>6</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>370</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>2000</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>900</Tactical_Health>
<Autoresolve_Health>3500</Autoresolve_Health>
<Energy_Capacity>4000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>40</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<HardPoints>
HP_MC30_LASER_00,
HP_MC30_TORP_REAR,
HP_MC30_TORP_LEFT_FRONT,
HP_MC30_TORP_RIGHT_FRONT,
HP_MC30_ENGINES_00
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiFrigate | AntiCapital</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1500</Slice_Cost_Credits>
<Build_Cost_Credits>3200</Build_Cost_Credits>
<Build_Time_Seconds>50</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>3</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_MC30</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, MC30_Frigate_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_MC30_Frigate</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_MC30_Frigate</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_MC30_Frigate</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_MC30_Frigate</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_MC30_Frigate</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_MC30_Frigate</SFXEvent_Guard>
<!-- <SFXEvent_Barrage>Unit_Barrage_MC30_Frigate</SFXEvent_Barrage>-->
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_MC30_Frigate</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_MC30_Frigate</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>CLUSTER_BOMB</Type>
<Recharge_Seconds>50.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>MC30_Cluster_Bomb</GUI_Activated_Ability_Name> <!--GUI Command Bar support-->
<Effective_Radius>500.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Cluster_Bombs_MC30_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Cluster_Bomb_Ability Name="MC30_Cluster_Bomb">
<Activation_Style>User_Input</Activation_Style>
<Detonation_Time_In_Secs>1.5</Detonation_Time_In_Secs>
<Bomb_Type>Proj_Cluster_Bomb</Bomb_Type>
<Number_Of_Bombs>14</Number_Of_Bombs>
<SFXEvent_Activate>Unit_MC30_Launch_Cluster_Bomb</SFXEvent_Activate>
</Cluster_Bomb_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="MC30_Frigate_Death_Clone">
<Text_ID>TEXT_UNIT_MC30_FRIGATE</Text_ID>
<Space_Model_Name>RV_MC30CMONCAL_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.75</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Rebel</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Nebulon_C_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Bulwark</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Bulwark,
GALYANA_CLASS_BLANK,
STAT_R_BULWARK_SHIELD,
STAT_R_BULWARK_HULL,
STAT_R_BULWARK_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Bulwark,
GALYANA_CLASS_BLANK,
STAT_R_BULWARK_COST,
STAT_R_BULWARK_TIME,
STAT_R_BULWARK_SHIELD,
STAT_R_BULWARK_HULL,
STAT_R_BULWARK_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Illuminator_Frigate Dreadnaught_Heavy_Cruiser Pinance_Heavy_Corvette</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Centurion_Destroyer Star_Destroyer Kedalbe_Battleship</Encyclopedia_Vulnerable_To>
<Space_Model_Name>SEV_BULWARK.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_BULWARK.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>6</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.4</Scale_Factor>
<Select_Box_Scale>1000</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.1</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>1.35</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1400</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser_Heavy</Armor_Type>
<Tactical_Health>4000</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>45</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Rebel_Minefield, 50</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>20</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_Minefield, -1</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Bulwark_Turbo_01,
HP_Bulwark_Turbo_02,
HP_Bulwark_Ion_01,
HP_Bulwark_Ion_02,
HP_Bulwark_Ion_03,
HP_Bulwark_Ion_04,
HP_Bulwark_Engines,
HP_Bulwark_DUMMY_00,
HP_Bulwark_DUMMY_01,
HP_Bulwark_DUMMY_02,
HP_Bulwark_DUMMY_03,
HP_Bulwark_DUMMY_04,
HP_Bulwark_DUMMY_Hangar
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1800</Slice_Cost_Credits>
<Build_Cost_Credits>3500</Build_Cost_Credits>
<Build_Time_Seconds>55</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>4</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, LURE, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Nebulon_C_Frigate_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_Assault_Frigate</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Assault_Frigate</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Assault_Frigate</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Assault_Frigate</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Assault_Frigate</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Assault_Frigate</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Assault_Frigate</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Assault_Frigate</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Assault_Frigate</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Assault_Frigate</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_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability> <!--Deploy Minefield-->
<Type>DEPLOY_SQUAD</Type>
<Recharge_Seconds>25</Recharge_Seconds>
<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
</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_ShadowClaw</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, 0.6f</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>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3600</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>27</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Nebulon_C_Frigate_Death_Clone">
<Text_ID>Galyana_Unit_Bulwark</Text_ID>
<Space_Model_Name>SEV_BULWARK_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.4</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Rebel</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

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<?xml version="1.0"?>
<Data>
<Squadron Name="Z95_Headhunter_Rebel_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_HEADHUNTER_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_Z95_HEADHUNTER,
GALYANA_CLASS_BLANK,
STAT_R_Z95_SHIELD,
STAT_R_Z95_HULL,
STAT_R_Z95_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_Z95_HEADHUNTER,
GALYANA_CLASS_BLANK,
STAT_R_Z95_COST,
STAT_R_Z95_TIME,
STAT_R_Z95_SHIELD,
STAT_R_Z95_HULL,
STAT_R_Z95_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Bomber Prowler-B Empire_Mining_Ship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Fighter Starviper_Fighter Pirate_Fighter</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_z95_headhunter.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>RV_Z-95.ALO</GUI_Model_Name>
<GUI_Distance>95</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>200</Build_Cost_Credits>
<Build_Time_Seconds>9</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_X_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>20</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel, Z-95_Headhunter_Rebel</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>8</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Rebel_X-Wing_Squadron">
<!-- Encyclopedia Info -->
<LOD_Bias>10</LOD_Bias>
<Text_ID>TEXT_X_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_X_WING,
GALYANA_CLASS_BLANK,
STAT_R_XWING_SHIELD,
STAT_R_XWING_HULL,
STAT_R_XWING_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_X_WING,
GALYANA_CLASS_BLANK,
STAT_R_XWING_COST,
STAT_R_XWING_TIME,
STAT_R_XWING_SHIELD,
STAT_R_XWING_HULL,
STAT_R_XWING_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber TIE_Prototype</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_x_wing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>RV_xwing.ALO</GUI_Model_Name>
<GUI_Distance>95</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>300</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_X_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>25</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>600</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>X-Wing, X-Wing, X-Wing, X-Wing, X-Wing</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SPOILER_LOCK</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Rebel_X-Wing_Squadron_Small"> <!-- For Gallofree -->
<!-- Encyclopedia Info -->
<LOD_Bias>10</LOD_Bias>
<Text_ID>TEXT_X_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_XWing_Land,
GALYANA_CLASS_BLANK,
STAT_R_XWING_SHIELD,
STAT_R_XWING_HULL,
STAT_R_XWING_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_X_WING,
GALYANA_CLASS_BLANK,
STAT_R_XWING_COST,
STAT_R_XWING_TIME,
STAT_R_XWING_SHIELD,
STAT_R_XWING_HULL,
STAT_R_XWING_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber TIE_Prototype</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_x_wing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>RV_xwing.ALO</GUI_Model_Name>
<GUI_Distance>95</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>200</Build_Cost_Credits>
<Build_Time_Seconds>7</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_X_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>15</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>30</Piracy_Value_Credits>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>X-Wing_Land, X-Wing_Land, X-Wing_Land</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SPOILER_LOCK</Type>
</Unit_Ability>
</Unit_Abilities_Data>
</Squadron>
<Squadron Name="A_Wing_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_A_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_A_WING,
GALYANA_CLASS_BLANK,
STAT_R_AWING_SHIELD,
STAT_R_AWING_HULL,
STAT_R_AWING_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_A_WING,
GALYANA_CLASS_BLANK,
STAT_R_AWING_COST,
STAT_R_AWING_TIME,
STAT_R_AWING_SHIELD,
STAT_R_AWING_HULL,
STAT_R_AWING_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Fighter Skipray_Blastboat Pirate_Fighter_H</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Kavadonia_Corvette Pelleaon_Star_Destroyer</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_a_wing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>RV_awing.ALO</GUI_Model_Name>
<GUI_Distance>115</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1000</Slice_Cost_Credits>
<Build_Cost_Credits>350</Build_Cost_Credits>
<Build_Time_Seconds>13</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>3</Required_Timeline>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_A_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>35</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>650</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>A-Wing, A-Wing, A-Wing, A-Wing, A-Wing</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>A_Wing_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LURE</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>350</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>11</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="UEAW_EWing_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_EWING</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_EWING,
GALYANA_CLASS_BLANK,
STAT_R_EWING_SHIELD,
STAT_R_EWING_HULL,
STAT_R_EWING_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_EWING,
GALYANA_CLASS_BLANK,
STAT_R_EWING_COST,
STAT_R_EWING_TIME,
STAT_R_EWING_SHIELD,
STAT_R_EWING_HULL,
STAT_R_EWING_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Interceptor Starviper_Fighter Mirage_MK2</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Crusader_Gunship ShadowClaw_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>UEAW_BUTTON_EWING.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>400</Build_Cost_Credits>
<Build_Time_Seconds>12</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_X_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>30</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>625</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>UEAW_EWing, UEAW_EWing, UEAW_EWing, UEAW_EWing, UEAW_EWing</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TURBO</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Y-Wing_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_Y_WING,
GALYANA_CLASS_BLANK,
STAT_R_YWING_SHIELD,
STAT_R_YWING_HULL,
STAT_R_YWING_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_Y_WING,
GALYANA_CLASS_BLANK,
STAT_R_YWING_COST,
STAT_R_YWING_TIME,
STAT_R_YWING_SHIELD,
STAT_R_YWING_HULL,
STAT_R_YWING_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_y_wing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>400</Slice_Cost_Credits>
<Build_Cost_Credits>210</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Y_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>15</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Y-Wing, Y-Wing, Y-Wing</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Y_Wing_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>325</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Y-Wing_Squadron_Story"> <!-- Buildable Variant for the Rebel Story Campaign - need the old Ion Stun ability for Ion Torpedoes to disable Kessel shuttles -->
<!-- Encyclopedia Info -->
<Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_Y_WING,
GALYANA_CLASS_BLANK,
Galyana_Tooltip_YWing_Story,
GALYANA_CLASS_BLANK,
STAT_R_YWING_SHIELD,
STAT_R_YWING_HULL,
STAT_R_YWING_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_y_wing_story.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>9999</Slice_Cost_Credits>
<Build_Cost_Credits>210</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Y_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>15</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Y-Wing_Story, Y-Wing_Story, Y-Wing_Story</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Y_Wing_Squadron_Story_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>325</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>8</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Y-Wing_Squadron_No_Ability">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_Y_WING,
GALYANA_CLASS_BLANK,
STAT_R_YWING_SHIELD,
STAT_R_YWING_HULL,
STAT_R_YWING_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_y_wing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>18</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Y-Wing_No_Ability, Y-Wing_No_Ability, Y-Wing_No_Ability</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
</Squadron>
<Squadron Name="B-Wing_Squadron">
<!-- Encyclopedia Info -->
<LOD_Bias>10</LOD_Bias>
<Text_ID>TEXT_B_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_B_WING,
GALYANA_CLASS_BLANK,
STAT_R_BWING_SHIELD,
STAT_R_BWING_HULL,
STAT_R_BWING_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_B_WING,
GALYANA_CLASS_BLANK,
STAT_R_BWING_COST,
STAT_R_BWING_TIME,
STAT_R_BWING_SHIELD,
STAT_R_BWING_HULL,
STAT_R_BWING_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer Krayt_Class_Destroyer Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Crusader_Gunship Kavadonia_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_RV_BWing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1500</Slice_Cost_Credits>
<Build_Cost_Credits>650</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>4</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_B_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>20</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>800</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>B-Wing, B-Wing, B-Wing</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>B_Wing_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SPOILER_LOCK</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>14</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
</Data>

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<?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, 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, 1.2f</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_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>

View File

@@ -0,0 +1,375 @@
<?xml version="1.0"?>
<Data>
<TransportUnit Name="Alliance_Shuttle">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_ALLIANCE_SHUTTLE</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>RV_HEROTRANSPORT.ALO</Space_Model_Name>
<Land_Model_Name>RV_HEROTRANSPORT.ALO</Land_Model_Name>
<Icon_Name>i_button_Alliance_Shuttle.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>60.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-30.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>50.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Alliance_Shuttle_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Autoresolve_Health>250</Autoresolve_Health>
<Energy_Capacity>50</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>-5.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Alliance_Shuttle_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Alliance_Shuttle</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Alliance_Shuttle</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Alliance_Shuttle</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Alliance_Shuttle</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Shuttle_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Shuttle_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Shuttle_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Shuttle_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Alliance_Shuttle_Death_Clone">
<Text_ID>TEXT_UNIT_ALLIANCE_SHUTTLE</Text_ID>
<Space_Model_Name>RV_HeroTransport_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.7</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>
<CategoryMask>None</CategoryMask>
<Remove_Upon_Death>true</Remove_Upon_Death>
</TransportUnit>
<TransportUnit Name="Alliance_Shuttle_Landing">
<Variant_Of_Existing_Type>Alliance_Shuttle</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>1.5</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
<TransportUnit Name="RM09_Alliance_Shuttle">
<Variant_Of_Existing_Type>Alliance_Shuttle</Variant_Of_Existing_Type>
<Min_Speed>0.0</Min_Speed>
<Tactical_Health>20000</Tactical_Health>
<Shield_Points>1750</Shield_Points>
<Shield_Refresh_Rate>250</Shield_Refresh_Rate>
</TransportUnit>
<TransportUnit Name="Gallofree_Transport">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_GALLOFREE_TRANSPORT</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>RV_TRANSPORT.ALO</Space_Model_Name>
<Land_Model_Name>RV_TRANSPORT.ALO</Land_Model_Name>
<Icon_Name>i_button_Gallofree_Transport.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>200</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>140.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-70.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>90.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>30.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Gallofree_Transport_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>350</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>50</Override_Bounty_SP>
<Override_Bounty_MP>50</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>2</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<HardPoints>HP_Gallofree_01</HardPoints>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Gallofree_Transport_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Select>Unit_Select_Gallofree</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Gallofree</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gallofree</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Gallofree</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Gallofree_Transport_Atmos_XWing">
<Variant_Of_Existing_Type>Gallofree_Transport</Variant_Of_Existing_Type>
<HardPoints>HP_Gallofree_01, HP_Gallofree_Hangar_XWing</HardPoints>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON</SpaceBehavior>
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron_Small, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>7</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron_Small, 0</Reserve_Spawned_Units_Tech_0>
<!-- To prevent abusing the unit - unfortunately this only works for units deployed after battle start -->
<Space_Override_Population_Value>1</Space_Override_Population_Value>
</TransportUnit>
<TransportUnit Name="Gallofree_Transport_Death_Clone">
<Text_ID>TEXT_UNIT_GALLOFREE_TRANSPORT</Text_ID>
<Space_Model_Name>RV_Transport_D.alo</Space_Model_Name>
<xxxSpace_Model_Name>RV_Transport_D.alo</xxxSpace_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.7</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Frigate</Ship_Class>
<CategoryMask>None</CategoryMask>
</TransportUnit>
<TransportUnit Name="Non_Combat_Gallofree">
<Variant_Of_Existing_Type>Gallofree_Transport</Variant_Of_Existing_Type>
<Can_Participate_In_Space_Battle>No</Can_Participate_In_Space_Battle>
</TransportUnit>
<TransportUnit Name="Gallofree_Transport_Landing">
<Variant_Of_Existing_Type>Gallofree_Transport</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>1.5</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>0, 0, 0</User_Bound_Min>
<User_Bound_Max>0, 0, 0</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Obstacle_Width>0</Obstacle_Width>
<Obstacle_Height>0</Obstacle_Height>
<Obstacle_X_Offset>-70.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Space_Layer>Land</Space_Layer>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Krayt_Class_Destroyer">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_KRAYT_DESTROYER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_KRAYT_DESTROYER,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_U_KRAYT_SHIELD,
STAT_U_KRAYT_HULL,
STAT_U_KRAYT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_KRAYT_DESTROYER,
GALYANA_CLASS_BLANK,
STAT_U_KRAYT_COST,
STAT_U_KRAYT_TIME,
STAT_U_KRAYT_SHIELD,
STAT_U_KRAYT_HULL,
STAT_U_KRAYT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Calamari_Cruiser Star_Destroyer Venator_SD</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Bomber Y-Wing Prowler-A</Encyclopedia_Vulnerable_To>
<Moniker>Underworld_Capitals.txt</Moniker>
<Space_Model_Name>UV_KRAYTCLASSDESTROYER.ALO</Space_Model_Name>
<Icon_Name>i_button_uv_krayt.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>740</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>25</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>1800</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>7000</Tactical_Health>
<Autoresolve_Health>7000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>75</Damage>
<AI_Combat_Power>5500</AI_Combat_Power>
<HardPoints>
HP_KRAYT_SHIELD_GEN,
HP_KRAYT_MEGAWEAPON_ION,
HP_KRAYT_MEGAWEAPON_DAMAGE,
HP_KRAYT_TURBOLASER_LEFT,
HP_KRAYT_TURBOLASER_RIGHT,
HP_KRAYT_TRACTOR_BEAM,
HP_KRAYT_ENGINES
</HardPoints>
<Space_FOW_Reveal_Range>1375.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-290.0</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>5000</Build_Cost_Credits>
<Build_Time_Seconds>65</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Planets>MonCalimari, MonCalimari_PM, Kuat, Fondor, Sullust, Hypori, Mandalore, Mandalore_Story, The_Maw, Yaga_Minor</Required_Planets>
<Cheap_Bribe_Cost>700</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>1000</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>3500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>42000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SELF_DESTRUCT, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_Krayt</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Krayt_Class_Destroyer_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Krayt_Class_Destroyer</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Krayt_Class_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Krayt_Class_Destroyer</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Krayt_Class_Destroyer</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Krayt_Class_Destroyer</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Krayt_Class_Destroyer</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Krayt_Class_Destroyer</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Krayt_Class_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_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Krayt_Class_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Krayt_Class_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Krayt_Class_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, 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>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Selt_Destruct_SFXEvent_Start_Die>Unit_ZC_Self_Destruct</Selt_Destruct_SFXEvent_Start_Die> <!--When self destruct sequence begins-->
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SELF_DESTRUCT</Type>
<Alternate_Description_Text>TEXT_TOOLTIP_KRAYT_DESTRUCT_DESCRIPTION</Alternate_Description_Text>
<Expiration_Seconds>3.5</Expiration_Seconds>
<Recharge_Seconds>10</Recharge_Seconds>
<Spawned_Object_Type>Krayt_Self_Destruct_Blast</Spawned_Object_Type>
<GUI_Activated_Ability_Name>Krayt_Self_Destruct</GUI_Activated_Ability_Name>
<Stop_When_Activated>No</Stop_When_Activated>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Self_Destruct_Krayt_Class_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<!--<Unit_Ability>
<Type>DEFEND</Type>
<Recharge_Seconds>90</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 2.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.25f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.75f</Mod_Multiplier>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Krayt_Class_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>-->
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>4800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Krayt_Class_Destroyer_Death_Clone">
<Text_ID>TEXT_UNIT_KRAYT_DESTROYER</Text_ID>
<Space_Model_Name>UV_KRAYTCLASSDESTROYER_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-290.0</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>Underworld</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Glory_Cinematics/>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Kedalbe_Battleship">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_KEDALBE_BATTLESHIP</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_KEDALBE_BATTLESHIP,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_U_KEDALBE_SHIELD,
STAT_U_KEDALBE_HULL,
STAT_U_KEDALBE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_KEDALBE_BATTLESHIP,
GALYANA_CLASS_BLANK,
STAT_U_KEDALBE_COST,
STAT_U_KEDALBE_TIME,
STAT_U_KEDALBE_SHIELD,
STAT_U_KEDALBE_HULL,
STAT_U_KEDALBE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Victory_Destroyer Alliance_Assault_Frigate Executor_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Defender B-Wing Aqulamator_Bomber</Encyclopedia_Vulnerable_To>
<Moniker>Underworld_Capitals.txt</Moniker>
<Space_Model_Name>UV_KedalbeBattleship.ALO</Space_Model_Name>
<Icon_Name>i_button_Kedalbe.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>890</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>25</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2200</Shield_Points>
<Shield_Refresh_Rate>65</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital_Heavy</Armor_Type>
<Tactical_Health>7500</Tactical_Health>
<Autoresolve_Health>7500</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>80</Damage>
<AI_Combat_Power>6000</AI_Combat_Power>
<HardPoints>
HP_KEDALBE_LEFT_TURBO_00,
HP_KEDALBE_LEFT_TURBO_01,
HP_KEDALBE_RIGHT_TURBO_00,
HP_KEDALBE_RIGHT_TURBO_01,
HP_KEDALBE_LEFT_ION_00,
HP_KEDALBE_RIGHT_ION_00,
HP_KEDALBE_MASS_DRIVER_FRONT,
HP_KEDALBE_MASS_DRIVER_BACK,
HP_KEDALBE_SHIELD_LEECH_00,
HP_KEDALBE_ENGINES_00,
HP_KEDALBE_ENGINES_01
</HardPoints>
<Space_FOW_Reveal_Range>1375.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>1920.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-290.0</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>6500</Build_Cost_Credits>
<Build_Time_Seconds>80</Build_Time_Seconds>
<Tech_Level>0</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, Mandalore_Story, The_Maw, Yaga_Minor</Required_Planets>
<Cheap_Bribe_Cost>600</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>900</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>3200</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>42000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, 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, Kedalbe_Battleship_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Kadalbe</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Kadalbe</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Kadalbe</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Kadalbe</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Kadalbe</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Kadalbe</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Kadalbe</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Kadalbe</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Kadalbe</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Kadalbe</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Kadalbe</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, 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>LEECH_SHIELDS</Type>
<Recharge_Seconds>55.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Kadalbe_Leech_Shields</GUI_Activated_Ability_Name> <!--GUI Command Bar support-->
<Effective_Radius>500.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Leech_Sheilds_Kadalbe</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_Target_Ability>Unit_Leech_Sheilds_Kadalbe</SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Leech_Shields_Ability Name="Kadalbe_Leech_Shields">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>2000</Activation_Max_Range>
<Duration_In_Secs>25.0</Duration_In_Secs>
<Shield_Damage_Per_Second>100.0</Shield_Damage_Per_Second>
<Damage_Multiplier>2.0</Damage_Multiplier>
<Beam_Color>34, 34, 235, 255</Beam_Color>
<Beam_Bone_Name>HP_SHL_00_BONE</Beam_Bone_Name>
<Beam_Frames>10</Beam_Frames>
<Beam_Width>40.0</Beam_Width>
<Beam_Texture_Name>tractor_beam00.tga</Beam_Texture_Name>
<Beam_Effect_Name>Leech_Shields</Beam_Effect_Name>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Leech_Effect>Leech_Effect</Leech_Effect>
</Leech_Shields_Ability>
</Abilities>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>5300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Kedalbe_Battleship_Death_Clone">
<Text_ID>TEXT_UNIT_KEDALBE_BATTLESHIP</Text_ID>
<Space_Model_Name>UV_KedalbeBattleship_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-290.0</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>Underworld</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Lucrehulk_Battleship">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Lucrehulk</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Lucrehulk,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_U_LUCREHULK_SHIELD,
STAT_U_LUCREHULK_HULL,
STAT_U_LUCREHULK_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Lucrehulk,
GALYANA_CLASS_BLANK,
STAT_U_LUCREHULK_COST,
STAT_U_LUCREHULK_TIME,
STAT_U_LUCREHULK_SHIELD,
STAT_U_LUCREHULK_HULL,
STAT_U_LUCREHULK_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Nebulon_B2_Frigate Gladiator_Cruiser Vinterdictor_Cruiser</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Aqulamator_Bomber TIE_Defender B-Wing</Encyclopedia_Vulnerable_To>
<Moniker>Underworld_Capitals.txt</Moniker>
<Space_Model_Name>SeV_Lucrehulk.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_LUCREHULK.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>10</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.15</Scale_Factor>
<Select_Box_Scale>960</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- 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>0.2</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>3000</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>8000</Tactical_Health>
<Autoresolve_Health>8000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>60</Damage>
<AI_Combat_Power>4500</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Prowler-B_Squadron, 12</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>1</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Prowler-B_Squadron, 132</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_LUCREHULK_TURBO_01,
HP_LUCREHULK_TURBO_02,
HP_LUCREHULK_TURBO_03,
HP_LUCREHULK_TURBO_04,
HP_LUCREHULK_TURBO_05,
HP_LUCREHULK_TURBO_06,
HP_LUCREHULK_TURBO_07,
HP_LUCREHULK_TURBO_08,
HP_LUCREHULK_ION_01,
HP_LUCREHULK_ION_02,
HP_LUCREHULK_ION_03,
HP_LUCREHULK_ION_04,
HP_LUCREHULK_PLASMA_01,
HP_LUCREHULK_PLASMA_02,
HP_LUCREHULK_SHIELD_GENERATOR_01,
HP_LUCREHULK_SHIELD_GENERATOR_02,
HP_LUCREHULK_FIGHTERBAY_01,
HP_LUCREHULK_FIGHTERBAY_02,
HP_LUCREHULK_ENGINES
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.3</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>1840.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_LUCREHULK.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.07 0.07</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-340.0</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>8000</Build_Cost_Credits>
<Build_Time_Seconds>100</Build_Time_Seconds>
<Tech_Level>0</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, Mandalore_Story, The_Maw, Yaga_Minor</Required_Planets>
<Cheap_Bribe_Cost>800</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>1200</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>4000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>48000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>144</Squadron_Capacity>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_PointDefense</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Lucrehulk_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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>UHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Kadalbe</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Kadalbe</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Kadalbe</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Kadalbe</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Kadalbe</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Kadalbe</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Kadalbe</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Kadalbe</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Kadalbe</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Kadalbe</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Kadalbe</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, 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>FOW_REVEAL_PING</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<Spawned_Object_Type>Proj_Special_Space_FOW_Reveal_Ping_Blast</Spawned_Object_Type>
<Effective_Radius>6000.0</Effective_Radius> <!--0.0 means no distance factor, unlimited to entire map-->
<Area_Effect_Decal_Distance>1000.0</Area_Effect_Decal_Distance>
<GUI_Activated_Ability_Name/> <!--GUI Command Bar support-->
</Unit_Ability>
<Unit_Ability>
<Type>LASER_DEFENSE</Type>
<Recharge_Seconds>75.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Lucrehulk_Laser_Defense</GUI_Activated_Ability_Name>
<Effective_Radius>1200.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Laser_Defense_On_Crusader</SFXEvent_GUI_Unit_Ability_Activated> <!--(by pressing the activate button)-->
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Laser_Defense_Off_Crusader</SFXEvent_GUI_Unit_Ability_Deactivated> <!--(by pressing deactivate)-->
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Combat_Bonus_Ability Name="Lucrehulk_Droid_Fighter_Bonus">
<Unit_Strength_Category/>
<Activation_Style>Space_Automatic</Activation_Style>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Prowler-B</Applicable_Unit_Types>
<Health_Bonus_Percentage>0.05</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.05</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.05</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.05</Movement_Speed_Bonus_Percentage>
<!--note stacking category, this stacks with other hero combat bonuses-->
<Stacking_Category>1</Stacking_Category>
</Combat_Bonus_Ability>
<Laser_Defense_Ability Name="Lucrehulk_Laser_Defense">
<Activation_Style>User_Input</Activation_Style>
<Defense_Duration_In_Secs>30.0</Defense_Duration_In_Secs>
<Laser_Color>34, 34, 235, 255</Laser_Color>
<Bone_Names>ROOT</Bone_Names>
<Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
<Protection_Radius>1200.0</Protection_Radius>
<Laser_Beam_Frames>2</Laser_Beam_Frames>
<Laser_Beam_Width>5</Laser_Beam_Width>
<Projectile_Dist_Travelled>100</Projectile_Dist_Travelled>
<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
<Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
<Recharge_Time_In_Secs>0.50</Recharge_Time_In_Secs>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
</Laser_Defense_Ability>
</Abilities>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>7500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>50</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Lucrehulk_Death_Clone">
<Text_ID>Galyana_Unit_Lucrehulk</Text_ID>
<Space_Model_Name>SeV_Lucrehulk_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.15</Scale_Factor>
<Layer_Z_Adjust>-340.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.1</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>Underworld</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Death_Fade_Time>0.25</Death_Fade_Time>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,567 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Crusader_Gunship">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_CRUSADER_GUNSHIP</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_CRUSADER_GUNSHIP,
GALYANA_CLASS_BLANK,
STAT_U_CRUSADER_SHIELD,
STAT_U_CRUSADER_HULL,
STAT_U_CRUSADER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_CRUSADER_GUNSHIP,
GALYANA_CLASS_BLANK,
STAT_U_CRUSADER_COST,
STAT_U_CRUSADER_TIME,
STAT_U_CRUSADER_SHIELD,
STAT_U_CRUSADER_HULL,
STAT_U_CRUSADER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing TIE_Fighter V-Wing_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Alliance_Assault_Frigate Victory_Destroyer Hutt_Pirate_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_CrusaderClassCorvette.ALO</Space_Model_Name>
<Icon_Name>i_button_Crusader.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.56</Scale_Factor>
<Select_Box_Scale>260</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.2</Max_Speed>
<Max_Rate_Of_Turn>1.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.8</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.065</OverrideAcceleration>
<OverrideDeceleration>.065</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>800</Shield_Points>
<Shield_Refresh_Rate>12</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type> <!--Armor_Corvette_Heavy-->
<Tactical_Health>800</Tactical_Health>
<Autoresolve_Health>800</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>150</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>1300</AI_Combat_Power>
<HardPoints>
HP_Crusader_Gunship_00,
HP_Crusader_Gunship_01,
HP_Crusader_Gunship_02,
HP_Crusader_Gunship_03,
HP_Crusader_Gunship_04,
HP_Crusader_Gunship_05,
HP_Crusader_Gunship_06,
HP_Crusader_Gunship_07,
HP_Crusader_Gunship_08,
HP_Crusader_Gunship_09,
HP_Crusader_Gunship_10,
HP_Crusader_Gunship_11
</HardPoints>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</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>1400</Build_Cost_Credits>
<Build_Time_Seconds>11</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Cheap_Bribe_Cost>60</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>120</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>625</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>1300</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>0</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_PointDefense</Lua_Script>
<Death_Clone>Damage_Normal, Crusader_Gunship_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Crusader</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Crusader</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Tartan_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Tartan_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Tartan_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LASER_DEFENSE</Type>
<Recharge_Seconds>60.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Crusader_Laser_Defense</GUI_Activated_Ability_Name>
<Effective_Radius>500.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Laser_Defense_On_Crusader</SFXEvent_GUI_Unit_Ability_Activated> <!--(by pressing the activate button)-->
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Laser_Defense_Off_Crusader</SFXEvent_GUI_Unit_Ability_Deactivated> <!--(by pressing deactivate)-->
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Laser_Defense_Ability Name="Crusader_Laser_Defense">
<Activation_Style>User_Input</Activation_Style>
<Defense_Duration_In_Secs>30.0</Defense_Duration_In_Secs>
<Laser_Color>34, 34, 235, 255</Laser_Color>
<Bone_Names>muzzleB_00</Bone_Names>
<Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
<Protection_Radius>500.0</Protection_Radius>
<Laser_Beam_Frames>2</Laser_Beam_Frames>
<Laser_Beam_Width>4</Laser_Beam_Width>
<Projectile_Dist_Travelled>100</Projectile_Dist_Travelled>
<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
<Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
<Recharge_Time_In_Secs>.50</Recharge_Time_In_Secs>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
</Laser_Defense_Ability>
</Abilities>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L1">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<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>
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<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>1600</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Crusader_Gunship_Death_Clone">
<Text_ID>TEXT_UNIT_CRUSADER_GUNSHIP</Text_ID>
<Space_Model_Name>UV_CrusaderClassCorvette_DC.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.56</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Underworld</Affiliation>
<Ship_Class>corvette</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Corellian_Corvette_Underworld">
<Variant_Of_Existing_Type>Corellian_Corvette</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Cost_Credits>1500</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Tech_Level>0</Tech_Level>
</SpaceUnit>
<SpaceUnit Name="Tartan_Underworld">
<Variant_Of_Existing_Type>Tartan_Patrol_Cruiser</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Cost_Credits>1500</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Tech_Level>0</Tech_Level>
</SpaceUnit>
<SpaceUnit Name="ShadowClaw_Underworld">
<Variant_Of_Existing_Type>ShadowClaw_Corvette</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Cost_Credits>1500</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Tech_Level>0</Tech_Level>
</SpaceUnit>
<SpaceUnit Name="Marauder_Underworld">
<Variant_Of_Existing_Type>Marauder_Missile_Cruiser</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Cost_Credits>2000</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Tech_Level>0</Tech_Level>
</SpaceUnit>
<SpaceUnit Name="Broadside_Underworld">
<Variant_Of_Existing_Type>Broadside_Class_Cruiser</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Cost_Credits>2000</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Tech_Level>0</Tech_Level>
</SpaceUnit>
<SpaceUnit Name="Pinance_Heavy_Corvette">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Pinance</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Pinance,
GALYANA_CLASS_BLANK,
STAT_U_PINANCE_SHIELD,
STAT_U_PINANCE_HULL,
STAT_U_PINANCE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Pinance,
GALYANA_CLASS_BLANK,
STAT_U_PINANCE_COST,
STAT_U_PINANCE_TIME,
STAT_U_PINANCE_SHIELD,
STAT_U_PINANCE_HULL,
STAT_U_PINANCE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Acclamator_Assault_Ship Ultor_Beam_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Executor_Frigate Victory_Destroyer Alliance_Assault_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_Pinance.ALO</Space_Model_Name>
<Icon_Name>i_button_pinnace.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>550</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.5</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.5</Max_Thrust>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>40</Shield_Refresh_Rate>
<Armor_Type>Armor_Pinance</Armor_Type>
<Tactical_Health>1600</Tactical_Health>
<Autoresolve_Health>1200</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>25</Damage>
<AI_Combat_Power>1800</AI_Combat_Power>
<HardPoints>
HP_Pinance_01,
HP_Pinance_02,
HP_Pinance_03,
HP_Pinance_04,
HP_Pinance_05,
HP_Pinance_06,
HP_Pinance_07,
HP_Pinance_08
</HardPoints>
<Space_FOW_Reveal_Range>1150.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>900.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Corvette | AntiCorvette</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</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>2000</Build_Cost_Credits>
<Build_Time_Seconds>19</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Planets>Geonosis</Required_Planets>
<Cheap_Bribe_Cost>70</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>140</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>750</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>1800</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>2</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Death_Clone>Damage_Normal, Pinance_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Marauder_Cruiser</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Marauder_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Marauder_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Marauder_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Marauder_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Marauder_Cruiser</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Marauder_Cruiser</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Gunboat_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gunboat_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gunboat_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L1">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<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>
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<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>1800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>19</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Pinance_Death_Clone">
<Text_ID>Galyana_Unit_Pinance</Text_ID>
<Space_Model_Name>UV_Pinance_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.5</Scale_Factor>
<Layer_Z_Adjust>-20.0</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>Underworld</Affiliation>
<Ship_Class>Corvette</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,802 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Pelleaon_Star_Destroyer">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Pellaeon_Class_Flak_Frigate</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltext_Pellaeon_Class_Flak_Frigate_NoGrav,
GALYANA_CLASS_BLANK,
STAT_U_FURYFLAKFRIGATE_SHIELD,
STAT_U_FURYFLAKFRIGATE_HULL,
STAT_U_FURYFLAKFRIGATE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Pellaeon_Class_Flak_Frigate_NoGrav,
GALYANA_CLASS_BLANK,
STAT_U_FURYFLAKFRIGATE_COST,
STAT_U_FURYFLAKFRIGATE_TIME,
STAT_U_FURYFLAKFRIGATE_SHIELD,
STAT_U_FURYFLAKFRIGATE_HULL,
STAT_U_FURYFLAKFRIGATE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Pirate_Fighter TIE_Interceptor X-Wing</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Venator_SD Victory_Destroyer MC30_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_FuryFlakFrigate.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_PELLEAON_SD.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>6</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.8</Scale_Factor>
<Select_Box_Scale>500</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>30</Bank_Turn_Angle>
<Max_Thrust>0.9</Max_Thrust>
<OverrideAcceleration>.03</OverrideAcceleration>
<OverrideDeceleration>.03</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1500</Shield_Points>
<Shield_Refresh_Rate>35</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>3500</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>2400</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Starviper_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Starviper_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_FuryFF_C01,
HP_FuryFF_L01,
HP_FuryFF_L02,
HP_FuryFF_L03,
HP_FuryFF_R01,
HP_FuryFF_R02,
HP_FuryFF_R03,
HP_FuryFF_Shields,
HP_FuryFF_Engines,
HP_FuryFF_Hangar,
HP_FuryFF_Tractor_Beam
</HardPoints>
<Space_FOW_Reveal_Range>1250.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>900.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Flak_Frigate_TP</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiFighter | AntiBomber</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!--<Is_Interdictor>Yes</Is_Interdictor>
<Disallows_Hyperspace_Retreat>No</Disallows_Hyperspace_Retreat>
<Reinforcement_Prevention_Radius>1500</Reinforcement_Prevention_Radius>-->
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>3000</Build_Cost_Credits>
<Build_Time_Seconds>45</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Cheap_Bribe_Cost>160</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>320</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>2500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>5000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>6</Squadron_Capacity>
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, 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, Pelleaon_Star_Destroyer_Death_Clone</Death_Clone>
<Death_Explosions>Huge_Explosion_Space</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_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_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</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>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>Pellaeon_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_Ability>
<Type>INTERDICT</Type>
<Disable_Movement>Yes</Disable_Movement>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Interdictor_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>-->
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Tractor_Beam_Attack_Ability Name="Pellaeon_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship, MC30_Frigate, MC30_ION_Frigate</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>1000</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>
</Abilities>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<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>3000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Pelleaon_Star_Destroyer_Death_Clone">
<Text_ID>Galyana_Unit_Pellaeon_Class_Flak_Frigate</Text_ID>
<Space_Model_Name>UV_FURYFLAKFRIGATE_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Huge_Explosion_Space</Death_Explosions>
<Scale_Factor>0.8</Scale_Factor>
<Layer_Z_Adjust>-90.0</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>Underworld</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Vengeance_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_VENGEANCE_FRIGATE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_VENGEANCE,
GALYANA_CLASS_BLANK,
STAT_U_VENGEANCE_SHIELD,
STAT_U_VENGEANCE_HULL,
STAT_U_VENGEANCE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_VENGEANCE,
GALYANA_CLASS_BLANK,
STAT_U_VENGEANCE_COST,
STAT_U_VENGEANCE_TIME,
STAT_U_VENGEANCE_SHIELD,
STAT_U_VENGEANCE_HULL,
STAT_U_VENGEANCE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Alliance_Assault_Frigate Victory_Destroyer Hutt_Pirate_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>MC30_Frigate B-wing TIE_Defender</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_VENGEANCE.ALO</Space_Model_Name>
<Icon_Name>i_button_uv_vengeance.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>6</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.9</Scale_Factor>
<Select_Box_Scale>300</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.5</Max_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.4</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>4.5</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type/>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser_Heavy</Armor_Type>
<Tactical_Health>4000</Tactical_Health>
<Autoresolve_Health>4800</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>40</Damage>
<AI_Combat_Power>2400</AI_Combat_Power>
<HardPoints>
HP_VENGEANCE_MASS_DRIVER_LEFT,
HP_VENGEANCE_MASS_DRIVER_RIGHT,
HP_VENGEANCE_TURBOLASER_LEFT,
HP_VENGEANCE_TURBOLASER_RIGHT,
HP_VENGEANCE_ENGINES
</HardPoints>
<Space_FOW_Reveal_Range>1250.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Vengeance_TP</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-105.0</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>3200</Build_Cost_Credits>
<Build_Time_Seconds>35</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Cheap_Bribe_Cost>180</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>360</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>2400</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SELF_DESTRUCT, 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, Vengeance_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Vengeance_Frigate</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Vengeance_Frigate</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Vengeance_Frigate</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vengeance_Frigate</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Vengeance_Frigate</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Vengeance_Frigate</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Vengeance_Frigate</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Vengeance_Frigate</SFXEvent_Move_Into_Nebula>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Vengeance_Frigate</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Vengeance_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Vengeance_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Lost_Laser_Vengeance_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Selt_Destruct_SFXEvent_Start_Die>Unit_ZC_Self_Destruct</Selt_Destruct_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SELF_DESTRUCT</Type>
<Alternate_Description_Text>TEXT_TOOLTIP_KRAYT_DESTRUCT_DESCRIPTION</Alternate_Description_Text>
<Expiration_Seconds>3.5</Expiration_Seconds>
<Recharge_Seconds>10</Recharge_Seconds>
<Spawned_Object_Type>Vengeance_Self_Destruct_Blast</Spawned_Object_Type>
<GUI_Activated_Ability_Name>Vengeance_Self_Destruct</GUI_Activated_Ability_Name>
<Stop_When_Activated>No</Stop_When_Activated>
<!--<SFXEvent_GUI_Unit_Ability_Activated>Unit_Self_Destruct_Krayt_Class_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>-->
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Unit_Ability>
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Icon_Name>i_sa_stealth.tga</Alternate_Icon_Name>
<Alternate_Name_Text>TEXT_TOOLTIP_CLOAK</Alternate_Name_Text>
<GUI_Activated_Ability_Name>Stealth_Vengeance</GUI_Activated_Ability_Name>
<Recharge_Seconds>15.0</Recharge_Seconds>
<Expiration_Seconds>60.0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stealth_On_Vengeance_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Stealth_Off_Vengeance_Frigate</SFXEvent_GUI_Unit_Ability_Deactivated>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Stealth_Ability Name="Stealth_Vengeance">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>255, 255, 255, 255</Stealth_Color>
<Stealth_Transition_Time>.5</Stealth_Transition_Time>
<SFXEvent_Activate/>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Stealth_Ability>
</Abilities>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<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>3300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Vengeance_Death_Clone">
<Text_ID>TEXT_UNIT_VENGEANCE_FRIGATE</Text_ID>
<Space_Model_Name>UV_VENGEANCE_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.76</Scale_Factor> <!-- Do not modify -->
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Underworld</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Orion_Dreadnaught">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Orion_Dreadnaught</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Orion_Dreadnaught,
GALYANA_CLASS_BLANK,
STAT_U_ORIONDREADNAUGHT_SHIELD,
STAT_U_ORIONDREADNAUGHT_HULL,
STAT_U_ORIONDREADNAUGHT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Orion_Dreadnaught,
GALYANA_CLASS_BLANK,
STAT_U_ORIONDREADNAUGHT_COST,
STAT_U_ORIONDREADNAUGHT_TIME,
STAT_U_ORIONDREADNAUGHT_SHIELD,
STAT_U_ORIONDREADNAUGHT_HULL,
STAT_U_ORIONDREADNAUGHT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Acclamator_Assault_Ship Hutt_Dreadnaught</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Victory_Destroyer Hutt_Eclipse</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_OrionDreadnaught.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_ORION_DREAD.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>6</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>425</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.6</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>900</Shield_Points>
<Shield_Refresh_Rate>55</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>3600</Tactical_Health>
<Autoresolve_Health>3600</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>45</Damage>
<AI_Combat_Power>2400</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Underworld_Defense_Satellite_Sentry, 3</Starting_Spawned_Units_Tech_0>
<!-- <Starting_Spawned_Units_Tech_0>Skipray_Squadron, 1</Starting_Spawned_Units_Tech_0>-->
<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Underworld_Defense_Satellite_Sentry, -1</Reserve_Spawned_Units_Tech_0>
<!-- <Reserve_Spawned_Units_Tech_0>Skipray_Squadron, 2</Reserve_Spawned_Units_Tech_0>-->
<HardPoints>
HP_Orion_Dreadnaught_CF, HP_Orion_Dreadnaught_T, HP_Orion_Dreadnaught_B,
HP_Orion_Dreadnaught_Laser_1, HP_Orion_Dreadnaught_Laser_2,
HP_Orion_Dreadnaught_Hangar_1, HP_Orion_Dreadnaught_Hangar_2,
HP_Orion_Dreadnaught_Shields, HP_Orion_Dreadnaught_Engines
</HardPoints>
<Space_FOW_Reveal_Range>1250.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-105.0</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>3500</Build_Cost_Credits>
<Build_Time_Seconds>40</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Cheap_Bribe_Cost>175</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>350</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>2250</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>10</Squadron_Capacity>
<Transport_Capacity>10</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, 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, Orion_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_UEAW_Dreadnaught2</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught2</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught2</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught2</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught2</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught2</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught2</SFXEvent_Barrage>
<!--<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught2</SFXEvent_Move_Into_Asteroid_Field>-->
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught2</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<!-- <Unit_Ability>
<Type>HARMONIC_BOMB</Type>
<Recharge_Seconds>20</Recharge_Seconds>
<Spawned_Object_Type>Underworld_Defense_Satellite_Sentry</Spawned_Object_Type>
<Alternate_Name_Text>Galyana_Ability_Experimental_Lasers</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Lasers</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_MISSILE_JAMMER.tga</Alternate_Icon_Name>
</Unit_Ability>-->
<Unit_Ability>
<Type>DEPLOY_SQUAD</Type>
<Recharge_Seconds>20</Recharge_Seconds>
<Alternate_Name_Text>Galyana_Ability_Deploy_Turret</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Turret</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_DEPLOY_SATELLITE.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.10</Redirect_Chance>
<Block_Chance>0.17</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>
<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>3500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>26</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Orion_Death_Clone">
<Text_ID>Galyana_Unit_Orion_Dreadnaught</Text_ID>
<Space_Model_Name>UV_ORIONDREADNAUGHT_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-105.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Underworld</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,707 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Recusant_Destroyer">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Recusant</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Recusant,
GALYANA_CLASS_BLANK,
STAT_U_RECUSANT_SHIELD,
STAT_U_RECUSANT_HULL,
STAT_U_RECUSANT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Recusant,
GALYANA_CLASS_BLANK,
STAT_U_RECUSANT_COST,
STAT_U_RECUSANT_TIME,
STAT_U_RECUSANT_SHIELD,
STAT_U_RECUSANT_HULL,
STAT_U_RECUSANT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft ShadowClaw_Corvette</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>B-Wing Star_Destroyer Calamari_Cruiser</Encyclopedia_Vulnerable_To>
<Space_Model_Name>SeV_Recusant.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_Recusant.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>5</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>2.5</Scale_Factor>
<Select_Box_Scale>210</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.6</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>750</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>2000</Tactical_Health>
<Autoresolve_Health>3000</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>1800</AI_Combat_Power>
<HardPoints>
HP_Recusant_Shields,
HP_Recusant_Engines,
HP_Recusant_TL1,
HP_Recusant_TL2,
HP_Recusant_Laser_1,
HP_Recusant_Laser_2
</HardPoints>
<Space_FOW_Reveal_Range>1150.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1200.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>2100</Build_Cost_Credits>
<Build_Time_Seconds>22</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Cheap_Bribe_Cost>100</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>200</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2400</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, 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, Recusant_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Nebulon</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
<!--<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Nebulon</SFXEvent_Move_Into_Asteroid_Field>-->
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Nebulon</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HARMONIC_BOMB</Type>
<Recharge_Seconds>40</Recharge_Seconds>
<Spawned_Object_Type>Proj_Special_Space_FOW_Reveal_Ping_Blast_Huge</Spawned_Object_Type>
<Bomb_Countdown_Seconds>5</Bomb_Countdown_Seconds>
<Alternate_Name_Text>Galyana_Ability_Ping_Blast</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Ping_Blast</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_SENSOR_PING.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Recusant_Death_Clone">
<Text_ID>Galyana_Unit_Recusant</Text_ID>
<Space_Model_Name>SeV_Recusant_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>2.5</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Underworld</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Death_Fade_Time>0.25</Death_Fade_Time>
</SpaceUnit>
<SpaceUnit Name="Hutt_Dreadnaught_Underworld">
<Variant_Of_Existing_Type>Hutt_Dreadnaught</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>2300</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
</SpaceUnit>
<SpaceUnit Name="Nebulon_B_Underworld">
<Variant_Of_Existing_Type>Nebulon_B_Frigate</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>2400</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
</SpaceUnit>
<SpaceUnit Name="Acclamator_Underworld">
<Variant_Of_Existing_Type>Acclamator_Assault_Ship</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>2400</Build_Cost_Credits>
<Build_Time_Seconds>22</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
</SpaceUnit>
<SpaceUnit Name="Interceptor4_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_INTERCEPTOR4_FRIGATE</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_INTERCEPTOR4_FRIGATE,
GALYANA_CLASS_BLANK,
STAT_U_INTERCEPTORIV_SHIELD,
STAT_U_INTERCEPTORIV_HULL,
STAT_U_INTERCEPTORIV_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_INTERCEPTOR4_FRIGATE,
GALYANA_CLASS_BLANK,
STAT_U_INTERCEPTORIV_COST,
STAT_U_INTERCEPTORIV_TIME,
STAT_U_INTERCEPTORIV_SHIELD,
STAT_U_INTERCEPTORIV_HULL,
STAT_U_INTERCEPTORIV_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser Corellian_Corvette Nebulon_B_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>B-wing TIE_Defender MC30_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_InterceptorIV.ALO</Space_Model_Name>
<Icon_Name>i_button_Pirate_frigate.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>5</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.35</Scale_Factor>
<Select_Box_Scale>720</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.7</Max_Speed>
<Max_Rate_Of_Turn>0.8</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.4</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>2.0</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>900</Shield_Points>
<Shield_Refresh_Rate>45</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>2500</Tactical_Health>
<Autoresolve_Health>2700</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>1800</AI_Combat_Power>
<HardPoints>
HP_Interceptor_Frigate_00,
HP_Interceptor_Frigate_01,
HP_Interceptor_Frigate_02,
HP_Interceptor_Frigate_Engines
</HardPoints>
<Space_FOW_Reveal_Range>1150.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>2400</Build_Cost_Credits>
<Build_Time_Seconds>26</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Cheap_Bribe_Cost>110</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>220</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>1600</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2400</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>6</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, 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, Interceptor4_Frigate_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Interceptor_IV</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Interceptor_IV</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Interceptor_IV</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interceptor_IV</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Interceptor_IV</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Interceptor_IV</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Interceptor_IV</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interceptor_IV</SFXEvent_Move_Into_Nebula>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Interceptor_IV</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FULL_SALVO</Type>
<Recharge_Seconds>45</Recharge_Seconds>
<Expiration_Seconds>7</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Interceptor_IV</SFXEvent_GUI_Unit_Ability_Activated>
<GUI_Activated_Ability_Name>Interceptor_Full_Salvo</GUI_Activated_Ability_Name>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Interceptor4_Frigate_Death_Clone">
<Text_ID>TEXT_UNIT_PIRATE_FRIGATE</Text_ID>
<Space_Model_Name>UV_InterceptorIV_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.35</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Underworld</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Munificent_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Mun_U</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Mun_U,
GALYANA_CLASS_BLANK,
STAT_U_MUNIFICENT_SHIELD,
STAT_U_MUNIFICENT_HULL,
STAT_U_MUNIFICENT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Mun_U,
GALYANA_CLASS_BLANK,
STAT_U_MUNIFICENT_COST,
STAT_U_MUNIFICENT_TIME,
STAT_U_MUNIFICENT_SHIELD,
STAT_U_MUNIFICENT_HULL,
STAT_U_MUNIFICENT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft Acclamator_Assault_Ship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>B-Wing Star_Destroyer Calamari_Cruiser</Encyclopedia_Vulnerable_To>
<Space_Model_Name>cis_munificent.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_MUNIFICENT.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>5</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.65</Scale_Factor>
<Select_Box_Scale>800</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.65</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>750</Shield_Points>
<Shield_Refresh_Rate>70</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>3300</Tactical_Health>
<Autoresolve_Health>3300</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>35</Damage>
<AI_Combat_Power>1800</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Prowler-B_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Prowler-B_Squadron, 6</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Munificent_FC,
HP_Munificent_BC,
HP_Munificent_ML,
HP_Munificent_MR,
HP_Munificent_Engines,
HP_Munificent_Hangar,
HP_Munificent_Shields
</HardPoints>
<Space_FOW_Reveal_Range>1150.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1200.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>2600</Build_Cost_Credits>
<Build_Time_Seconds>29</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Cheap_Bribe_Cost>125</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>250</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>1800</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2400</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>12</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_PointDefense</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Munificent_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Move_Nebulon</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
<!--<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Nebulon</SFXEvent_Move_Into_Asteroid_Field>-->
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Nebulon</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MASS_DRIVER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LASER_DEFENSE</Type>
<Recharge_Seconds>75.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Munificent_Laser_Defense</GUI_Activated_Ability_Name>
<Effective_Radius>800.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Laser_Defense_On_Crusader</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Laser_Defense_Off_Crusader</SFXEvent_GUI_Unit_Ability_Deactivated>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Laser_Defense_Ability Name="Munificent_Laser_Defense">
<Activation_Style>User_Input</Activation_Style>
<Defense_Duration_In_Secs>30.0</Defense_Duration_In_Secs>
<Laser_Color>34, 34, 235, 255</Laser_Color>
<Bone_Names>CIS_MUNIFICENT</Bone_Names>
<Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
<Protection_Radius>800.0</Protection_Radius>
<Laser_Beam_Frames>2</Laser_Beam_Frames>
<Laser_Beam_Width>5</Laser_Beam_Width>
<Projectile_Dist_Travelled>100</Projectile_Dist_Travelled>
<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
<Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
<Recharge_Time_In_Secs>.50</Recharge_Time_In_Secs>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
</Laser_Defense_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2700</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Munificent_Death_Clone">
<Text_ID>Galyana_Unit_Mun_U</Text_ID>
<Space_Model_Name>CIS_MUNIFICENT_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>1.2</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Underworld</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<Squadron Name="Prowler-B_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Prowler_B_Squadron</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Prowler_B,
GALYANA_CLASS_BLANK,
STAT_U_X3AURORA_SHIELD,
STAT_U_X3AURORA_HULL,
STAT_U_X3AURORA_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Prowler_B,
GALYANA_CLASS_BLANK,
STAT_U_X3AURORA_COST,
STAT_U_X3AURORA_TIME,
STAT_U_X3AURORA_SHIELD,
STAT_U_X3AURORA_HULL,
STAT_U_X3AURORA_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>VIPER TIE_FIGHTER Z-95_Headhunter_Rebel</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>KAVADONIA_CORVETTE TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE</Encyclopedia_Vulnerable_To>
<Icon_Name>I_BUTTON_AURORA.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>280</Build_Cost_Credits>
<Build_Time_Seconds>6</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UEAW_Complete_Tie_Droid</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>15</Damage>
<Autoresolve_Health>250</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>450</Score_Cost_Credits>
<Cheap_Bribe_Cost>7</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>15</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>50</Tactical_Bribe_Cost>-->
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Prowler-B, Prowler-B, Prowler-B, Prowler-B, Prowler-B</Squadron_Units>
<Squadron_Offsets>15.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-15.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-15.0,-40.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>X3_Aurora_Team</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>250</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>6</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Underworld_A_Wing_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_A_WING_SQUADRON</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_A_WING</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Fighter X-Wing Pirate_Fighter_H</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Corellian_Corvette Kavadonia_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_a_wing.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>400</Build_Cost_Credits>
<Build_Time_Seconds>12.5</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_A_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>35</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>550</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>A-Wing_Underworld, A-Wing_Underworld, A-Wing_Underworld, A-Wing_Underworld, A-Wing_Underworld</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LURE</Type>
</Unit_Ability>
</Unit_Abilities_Data>
</Squadron>
<Squadron Name="StarViper_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_STARVIPER_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_STARVIPER,
GALYANA_CLASS_BLANK,
STAT_U_STARVIPER_SHIELD,
STAT_U_STARVIPER_HULL,
STAT_U_STARVIPER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_STARVIPER,
GALYANA_CLASS_BLANK,
STAT_U_STARVIPER_COST,
STAT_U_STARVIPER_TIME,
STAT_U_STARVIPER_SHIELD,
STAT_U_STARVIPER_HULL,
STAT_U_STARVIPER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Interceptor X-wing V-Wing_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_uv_starviper.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>450</Build_Cost_Credits>
<Build_Time_Seconds>8</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Star_Viper</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>20</Damage>
<Autoresolve_Health>250</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>750</Score_Cost_Credits>
<Cheap_Bribe_Cost>10</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>20</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>100</Tactical_Bribe_Cost>-->
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Starviper_Fighter, Starviper_Fighter, Starviper_Fighter, Starviper_Fighter, Starviper_Fighter</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-45.0,45.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-45.0,-45.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>StarViper_Team</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>BUZZ_DROIDS</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="UEAW_Aggressor_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_AGRESSOR_ASSAULT_FIGHTER_SQUADRON</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_AGRESSOR_ASSAULT_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_U_AGGRESSOR_SHIELD,
STAT_U_AGGRESSOR_HULL,
STAT_U_AGGRESSOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_AGRESSOR_ASSAULT_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_U_AGGRESSOR_COST,
STAT_U_AGGRESSOR_TIME,
STAT_U_AGGRESSOR_SHIELD,
STAT_U_AGGRESSOR_HULL,
STAT_U_AGGRESSOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Interceptor X-wing Pirate_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Kavadonia_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_UV_IG2000.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>600</Build_Cost_Credits>
<Build_Time_Seconds>16</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Skipray</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>25</Damage>
<Autoresolve_Health>250</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>900</Score_Cost_Credits>
<Cheap_Bribe_Cost>15</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>30</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>250</Tactical_Bribe_Cost>-->
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>UEAW_Aggressor_Assault_Fighter, UEAW_Aggressor_Assault_Fighter, UEAW_Aggressor_Assault_Fighter</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-60.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Aggressor_Team</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SENSOR_JAMMING</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Y-Wing_Squadron_Underworld">
<Variant_Of_Existing_Type>Y-Wing_Pirate_Squadron</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
</Squadron>
<Squadron Name="Underworld_Z100_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Z95_Bomber_Squadron</Text_ID>
<Encyclopedia_Text>Galyana_Tooltext_Z95_Bomber</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Alliance_Assault_Frigate Victory_Destroyer Hutt_Pirate_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser ShadowClaw_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_z100_Bomber.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>HV_Z100.ALO</GUI_Model_Name>
<GUI_Distance>95</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>300</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_X_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>15</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>250</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Z100_Underworld, Z100_Underworld, Z100_Underworld, Z100_Underworld, Z100_Underworld</Squadron_Units>
<Squadron_Offsets>40.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-40.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-40.0,-40.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Underworld_Z100_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
</Squadron>
<Squadron Name="Skipray_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_SKIPRAY_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_SKIPRAY,
GALYANA_CLASS_BLANK,
STAT_U_SKIPRAY_SHIELD,
STAT_U_SKIPRAY_HULL,
STAT_U_SKIPRAY_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_SKIPRAY,
GALYANA_CLASS_BLANK,
STAT_U_SKIPRAY_COST,
STAT_U_SKIPRAY_TIME,
STAT_U_SKIPRAY_SHIELD,
STAT_U_SKIPRAY_HULL,
STAT_U_SKIPRAY_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer UEAW_Nebula_SD Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Kavadonia_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_skipray.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>500</Build_Cost_Credits>
<Build_Time_Seconds>14</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Skipray</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>15</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>700</Score_Cost_Credits>
<Cheap_Bribe_Cost>10</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>20</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>275</Tactical_Bribe_Cost>-->
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Skipray_Blastboat, Skipray_Blastboat, Skipray_Blastboat</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-60.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Skipray_Team</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SENSOR_JAMMING</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Underworld_TIE_Defender_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_DEFENDER_SQUADRON</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_TIE_DEFENDER</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Calamari_Cruiser Star_Destroyer Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser ShadowClaw_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_EV_TIE_Defender.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>700</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Defender</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>50</Damage>
<Autoresolve_Health>400</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Score_Cost_Credits>750</Score_Cost_Credits>
<Cheap_Bribe_Cost>25</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>50</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>200</Tactical_Bribe_Cost>-->
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>35.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Defender_Underworld, TIE_Defender_Underworld, TIE_Defender_Underworld</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-40.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Underworld_TIE_Defender_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
</Unit_Ability>
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
</Unit_Ability>
</Unit_Abilities_Data>
</Squadron>
</Data>

View File

@@ -0,0 +1,838 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<!-- Fighters -->
<SpaceUnit Name="Buzz_Droids">
<Text_ID>TEXT_TOOLTIP_ABILITY_BUZZ_DROIDS_NAME</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_ABILITY_BUZZ_DROIDS_DESCRIPTION</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
<Space_Model_Name>p_b_droids.alo</Space_Model_Name>
<Icon_Name>i_button_buzz_droid.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<GUI_Row>1</GUI_Row>
<Mass>0.9995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>70</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>40.0</Mouse_Collide_Override_Sphere_Radius>
<Max_Speed>3.5</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<MovementClass>Space</MovementClass>
<Shield_Armor_Type/>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>20</Tactical_Health>
<Autoresolve_Health>20</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Damage>5</Damage>
<AI_Combat_Power>5</AI_Combat_Power>
<Number_per_Squadron>1</Number_per_Squadron>
<Special_Weapon_Valid_Targets>Fighter | Bomber | Transport | Corvette</Special_Weapon_Valid_Targets>
<Space_FOW_Reveal_Range>400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Ranking_In_Category>7</Ranking_In_Category>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Behavior>DUMMY_STARSHIP, POWERED</Behavior>
<SpaceBehavior>BUZZ_DROIDS, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_TOOLTIP, IDLE, AMBIENT_SFX, NEBULA</SpaceBehavior>
<!-- <Lua_Script>ObjectScript_BuzzDroids</Lua_Script>--> <!-- Nebula behavior is required for script -->
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Is_Valid_Target>False</Is_Valid_Target>
<Influences_Capture_Point>False</Influences_Capture_Point>
<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>None</Space_Layer>
<SFXEvent_Ambient_Moving>Unit_Buzz_Droids_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>1</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop/>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</SpaceUnit>
<SpaceUnit Name="A-Wing_Underworld">
<Variant_Of_Existing_Type>A-Wing</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Starviper_Fighter">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_STARVIPER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_STARVIPER,
GALYANA_CLASS_BLANK,
STAT_U_STARVIPER_SHIELD,
STAT_U_STARVIPER_HULL,
STAT_U_STARVIPER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_STARVIPER,
GALYANA_CLASS_BLANK,
STAT_U_STARVIPER_COST,
STAT_U_STARVIPER_TIME,
STAT_U_STARVIPER_SHIELD,
STAT_U_STARVIPER_HULL,
STAT_U_STARVIPER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Interceptor X-wing V-Wing_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Vulnerable_To>
<Space_Model_Name>nv_Virago.ALO</Space_Model_Name>
<Icon_Name>i_button_uv_starviper.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.98</Mass>
<Size_Value>5</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>56</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>5.2</Max_Speed>
<Min_Speed>3.5</Min_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Max_Thrust>0.7</Max_Thrust>
<Max_Lift>2.67</Max_Lift>
<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>
<Hover_Offset>30.0</Hover_Offset>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>4</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>90</Tactical_Health>
<Autoresolve_Health>160</Autoresolve_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>8</Damage>
<AI_Combat_Power>75</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Fighter | AntiBomber</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Fighter</Ship_Class>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>5</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Star_Viper</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Star_Viper</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Viper</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Star_Viper</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Star_Viper</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Star_Viper</SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Star_Viper</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Star_Viper</SFXEvent_Health_Critical_Warning>
<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_Star_Viper</SFXEvent_Enemy_Damaged_Health_Low_Warning>
<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_Star_Viper</SFXEvent_Enemy_Damaged_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Viper</SFXEvent_Attack_Hardpoint>
<SFXEvent_Ambient_Moving>Unit_Star_Viper_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Star_Viper_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_A_Wing_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>BUZZ_DROIDS</Type>
<GUI_Activated_Ability_Name>Buzz_Droids_Viper</GUI_Activated_Ability_Name>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_Target_Ability>Unit_Buzz_Droids_Star_Viper</SFXEvent_Target_Ability>
<!--Make this double the Chase_Radius in the special ability-->
<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Buzz_Droids_Ability Name="Buzz_Droids_Viper">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>5</Activation_Min_Range>
<Activation_Max_Range>400</Activation_Max_Range>
<!--If you change Chase_Radius update Area_Effect_Decal_Distance in the unit ability-->
<Chase_Radius>300</Chase_Radius>
<Damage_Radius>175</Damage_Radius>
<Enemy_Damage_Per_Second>30</Enemy_Damage_Per_Second>
<Own_Damage_Per_Second>4</Own_Damage_Per_Second>
<Activation_Time_In_Seconds>1</Activation_Time_In_Seconds>
<Activate_SFX>GUI_Buzz_Droids_SFX</Activate_SFX>
<Object_Type>Buzz_Droids</Object_Type>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Buzz_Droids_Ability>
</Abilities>
</SpaceUnit>
<SpaceUnit Name="Starviper_Fighter_TT1"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>Starviper_Fighter</Variant_Of_Existing_Type>
<IsBuildable>No</IsBuildable>
</SpaceUnit>
<SpaceUnit Name="Starviper_Fighter_TT2"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>Starviper_Fighter</Variant_Of_Existing_Type>
<IsBuildable>No</IsBuildable>
</SpaceUnit>
<SpaceUnit Name="Starviper_Fighter_TT3"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>Starviper_Fighter</Variant_Of_Existing_Type>
<IsBuildable>No</IsBuildable>
</SpaceUnit>
<SpaceUnit Name="UEAW_Aggressor_Assault_Fighter">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_AGRESSOR_ASSAULT_FIGHTER</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_AGRESSOR_ASSAULT_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_U_AGGRESSOR_SHIELD,
STAT_U_AGGRESSOR_HULL,
STAT_U_AGGRESSOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_AGRESSOR_ASSAULT_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_U_AGGRESSOR_COST,
STAT_U_AGGRESSOR_TIME,
STAT_U_AGGRESSOR_SHIELD,
STAT_U_AGGRESSOR_HULL,
STAT_U_AGGRESSOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Interceptor X-wing Pirate_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Kavadonia_Corvette</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_IG2000.ALO</Space_Model_Name>
<Icon_Name>i_button_UV_IG2000.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.99</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>56</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>4.4</Max_Speed>
<Min_Speed>3.0</Min_Speed>
<Max_Rate_Of_Turn>4.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>6.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>3</Max_Lift>
<Begin_Turn_Towards_Distance>550.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>150</Shield_Points>
<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>125</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>90</AI_Combat_Power>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<HardPoints>
HP_AAF_LASER_00
</HardPoints>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Fighter | AntiBomber</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Fighter</Ship_Class>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>3</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Skipray</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Skipray</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Skipray</SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Skipray</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Skipray</SFXEvent_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Y_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SENSOR_JAMMING</Type>
<GUI_Activated_Ability_Name>Aggressor_Sensor_Jamming</GUI_Activated_Ability_Name>
<Recharge_Seconds>45.0</Recharge_Seconds>
<Expiration_Seconds>30.0</Expiration_Seconds>
<Effective_Radius>300.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Jam_Sensors_On_Skipray</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Jam_Sensors_Off_Skipray</SFXEvent_GUI_Unit_Ability_Deactivated>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Sensor_Jamming_Ability Name="Aggressor_Sensor_Jamming">
<Activation_Style>User_Input</Activation_Style>
<Owner_Particle_Effect>Sensor_Jamming_Effect_Squadron</Owner_Particle_Effect>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Sensor_Jamming_Ability>
</Abilities>
</SpaceUnit>
<SpaceUnit Name="UEAW_Aggressor_Assault_Fighter_TT1"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>UEAW_Aggressor_Assault_Fighter</Variant_Of_Existing_Type>
<IsBuildable>No</IsBuildable>
</SpaceUnit>
<SpaceUnit Name="Prowler-B">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Prowler_B</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Prowler_B,
GALYANA_CLASS_BLANK,
STAT_U_X3AURORA_SHIELD,
STAT_U_X3AURORA_HULL,
STAT_U_X3AURORA_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Prowler_B,
GALYANA_CLASS_BLANK,
STAT_U_X3AURORA_COST,
STAT_U_X3AURORA_TIME,
STAT_U_X3AURORA_SHIELD,
STAT_U_X3AURORA_HULL,
STAT_U_X3AURORA_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>VIPER TIE_FIGHTER X-WING</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>KAVADONIA_CORVETTE TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE</Encyclopedia_Vulnerable_To>
<Space_Model_Name>Prowler_B.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_AURORA.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.99</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.2</Scale_Factor>
<Select_Box_Scale>35</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>1.2</Collision_Box_Modifier>
<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>5.6</Max_Speed>
<Min_Speed>2.5</Min_Speed>
<Max_Rate_Of_Turn>3.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>60</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>3</Max_Lift>
<Begin_Turn_Towards_Distance>600.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type/>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>60</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>50</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Fires_Forward>No</Fires_Forward>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>450.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
<Strafe_Distance>400.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Fighter | AntiBomber</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Fighter</Ship_Class>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>4</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.1</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
<SFXEvent_Select>UEAW_Select_Tie_Droid</SFXEvent_Select>
<SFXEvent_Move>UEAW_Move_Tie_Droid</SFXEvent_Move>
<SFXEvent_Fleet_Move>UEAW_Fleet_Move_Tie_Droid</SFXEvent_Fleet_Move>
<SFXEvent_Attack>UEAW_Attack_Tie_Droid</SFXEvent_Attack>
<SFXEvent_Guard>UEAW_Guard_Tie_Droid</SFXEvent_Guard>
<SFXEvent_Move_Into_Asteroid_Field>UEAW_Asteroids_Tie_Droid</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>UEAW_Nebula_Tie_Droid</SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning>UEAW_Health_Low_Tie_Droid</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>UEAW_Health_Critical_Tie_Droid</SFXEvent_Health_Critical_Warning>
<SFXEvent_Enemy_Damaged_Health_Low_Warning>UEAW_Enemy_Health_Low_Tie_Droid</SFXEvent_Enemy_Damaged_Health_Low_Warning>
<SFXEvent_Enemy_Damaged_Health_Critical_Warning>UEAW_Enemy_Health_Critical_Tie_Droid</SFXEvent_Enemy_Damaged_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, UEAW_HP_Laser_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, UEAW_HP_Missile_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, UEAW_HP_Torp_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, UEAW_HP_Ion_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, UEAW_HP_Shields_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, UEAW_HP_Engines_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, UEAW_HP_Grav_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, UEAW_HP_Bay_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
<SFXEvent_Ambient_Moving>Unit_Lancet_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_X_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 1.05f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>UEAW_Patrol_Tie_Droid</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
</SpaceUnit>
<SpaceUnit Name="Prowler_B_TT1"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>Prowler-B</Variant_Of_Existing_Type>
<IsBuildable>No</IsBuildable>
</SpaceUnit>
<SpaceUnit Name="Prowler_B_TT2"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>Prowler-B</Variant_Of_Existing_Type>
<IsBuildable>No</IsBuildable>
</SpaceUnit>
<!-- Bombers -->
<SpaceUnit Name="Z100_Underworld">
<Variant_Of_Existing_Type>Z-95_Headhunter_Hutts</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Skipray_Blastboat">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_SKIPRAY</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_SKIPRAY,
GALYANA_CLASS_BLANK,
STAT_U_SKIPRAY_SHIELD,
STAT_U_SKIPRAY_HULL,
STAT_U_SKIPRAY_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_SKIPRAY,
GALYANA_CLASS_BLANK,
STAT_U_SKIPRAY_COST,
STAT_U_SKIPRAY_TIME,
STAT_U_SKIPRAY_SHIELD,
STAT_U_SKIPRAY_HULL,
STAT_U_SKIPRAY_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Star_Destroyer UEAW_Nebula_SD Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Kavadonia_Corvette</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_SKIPRAY.ALO</Space_Model_Name>
<Icon_Name>i_button_skipray.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.99</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.2</Scale_Factor>
<Select_Box_Scale>35</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.6</Max_Speed>
<Min_Speed>2.3</Min_Speed>
<Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>2.8</Max_Rate_Of_Roll>
<Bank_Turn_Angle>70</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>3</Max_Lift>
<Begin_Turn_Towards_Distance>500.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>100</Shield_Points>
<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
<Armor_Type>Armor_Bomber</Armor_Type>
<Tactical_Health>60</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>80</AI_Combat_Power>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<HardPoints>
HP_SKIPRAY_LASER_00,
HP_SKIPRAY_ION_00,
HP_SKIPRAY_TORP_00,
HP_SKIPRAY_TORP_01
</HardPoints>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>3</FormationOrder>
<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Bomber | AntiCapital</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Bomber</Ship_Class>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<Land_Bomber_Type>Skipray_Bombing_Run</Land_Bomber_Type>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>3</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Skipray</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Skipray</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Skipray</SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Skipray</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Skipray</SFXEvent_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Skipray</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Y_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SENSOR_JAMMING</Type>
<GUI_Activated_Ability_Name>Skipray_Sensor_Jamming</GUI_Activated_Ability_Name>
<Recharge_Seconds>45.0</Recharge_Seconds>
<Expiration_Seconds>30.0</Expiration_Seconds>
<Effective_Radius>300.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Jam_Sensors_On_Skipray</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Jam_Sensors_Off_Skipray</SFXEvent_GUI_Unit_Ability_Deactivated>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Sensor_Jamming_Ability Name="Skipray_Sensor_Jamming">
<Activation_Style>User_Input</Activation_Style>
<Owner_Particle_Effect>Sensor_Jamming_Effect_Squadron</Owner_Particle_Effect>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Sensor_Jamming_Ability>
</Abilities>
</SpaceUnit>
<SpaceUnit Name="Skipray_Blastboat_TT1"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>Skipray_Blastboat</Variant_Of_Existing_Type>
</SpaceUnit>
<SpaceUnit Name="Skipray_Blastboat_TT2"> <!--Tech Tree Variants-->
<Variant_Of_Existing_Type>Skipray_Blastboat</Variant_Of_Existing_Type>
</SpaceUnit>
<SpaceUnit Name="TIE_Defender_Underworld">
<Variant_Of_Existing_Type>TIE_Defender</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,534 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Super_Carrier">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Super_Carrier</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Super_Carrier,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Valiance,
GALYANA_CLASS_BLANK,
STAT_U_VALIANCE_SHIELD,
STAT_U_VALIANCE_HULL,
STAT_U_VALIANCE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Super_Carrier,
GALYANA_CLASS_BLANK,
Galyana_HeroBonus_Valiance,
GALYANA_CLASS_BLANK,
STAT_U_VALIANCE_COST,
STAT_U_VALIANCE_TIME,
STAT_U_VALIANCE_SHIELD,
STAT_U_VALIANCE_HULL,
STAT_U_VALIANCE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>Galyana_Encyclopedia_Class_Super_Capital</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Venator_SD MC80_LibertyType Star_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Defender B-Wing MC30_Frigate</Encyclopedia_Vulnerable_To>
<Moniker>Underworld_Supercapitals.txt</Moniker>
<Space_Model_Name>TerranAssaultCarrier.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_VALIANCE.tga</Icon_Name>
<Affiliation>Underworld</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>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>3.25</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>0.75</Max_Speed>
<Max_Rate_Of_Turn>0.08</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>3</Bank_Turn_Angle>
<Max_Thrust>0.2</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>12000</Shield_Points>
<Shield_Refresh_Rate>200</Shield_Refresh_Rate>
<Armor_Type>Armor_SuperCapital</Armor_Type>
<Tactical_Health>20000</Tactical_Health>
<Autoresolve_Health>20000</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>300</Damage>
<AI_Combat_Power>35000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>StarViper_Squadron, 12</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Skipray_Squadron, 6</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>UEAW_Aggressor_Squadron, 6</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>2.0</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>StarViper_Squadron, 72</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Skipray_Squadron, 36</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_Aggressor_Squadron, 36</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Valiance_L01, HP_Valiance_L02, HP_Valiance_L03, HP_Valiance_L04, HP_Valiance_L05, HP_Valiance_L06, HP_Valiance_L07, HP_Valiance_L08, HP_Valiance_L09,
HP_Valiance_R01, HP_Valiance_R02, HP_Valiance_R03, HP_Valiance_R04, HP_Valiance_R05, HP_Valiance_R06, HP_Valiance_R07, HP_Valiance_R08, HP_Valiance_R09,
HP_Valiance_C01, HP_Valiance_C02,
HP_Valiance_Hangar_L01, HP_Valiance_Hangar_L02, HP_Valiance_Hangar_R01, HP_Valiance_Hangar_R02,
HP_Valiance_Shield_Generator_01, HP_Valiance_Shield_Generator_02, HP_Valiance_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>2400.0</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>0.2 0.2</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 | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Super</Ship_Class>
<Space_Layer>SuperCapital</Space_Layer>
<Layer_Z_Adjust>-400.0</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>30000</Build_Cost_Credits>
<Build_Time_Seconds>180</Build_Time_Seconds>
<Tech_Level>0</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, Mandalore_Story, The_Maw, Yaga_Minor</Required_Planets>
<Required_Special_Structures>U_Ground_Palace</Required_Special_Structures>
<Score_Cost_Credits>84000</Score_Cost_Credits>
<Maintenance_Cost>0.4</Maintenance_Cost>
<Cheap_Bribe_Cost>3000</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>5000</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>15000</Tactical_Bribe_Cost>-->
<Political_Control>0</Political_Control>
<Squadron_Capacity>168</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, 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, Valiance_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_Victory_Destroyer</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Victory_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Victory_Destroyer</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Victory_Destroyer</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Victory_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Victory_Destroyer</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Victory_Destroyer</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Victory_Destroyer</SFXEvent_Barrage>
<!--<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Victory_Destroyer</SFXEvent_Move_Into_Asteroid_Field>-->
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Victory_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_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MASS_DRIVER, 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>
<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>MISSILE_SHIELD</Type>
<Disable_Movement>Yes</Disable_Movement>
<Effective_Radius>0</Effective_Radius>
<Recharge_Seconds>0</Recharge_Seconds>
<Expiration_Seconds>0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stop_Victory_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
<Alternate_Name_Text>Galyana_Ability_Stop</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Stop</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_INTERDICT.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Combat_Bonus_Ability Name="Valiance_Strikecraft_Combat_Bonus">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category>Fighter | Bomber</Unit_Strength_Category>
<Applicable_Unit_Categories>Fighter | Bomber</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.2</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
<Stacking_Category>0</Stacking_Category>
</Combat_Bonus_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>15000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>100</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="Valiance_Death_Clone">
<Text_ID>Galyana_Text_Super_Carrier</Text_ID>
<Space_Model_Name>TerranAssaultCarrier_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>3.25</Scale_Factor>
<Layer_Z_Adjust>-400.0</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>Underworld</Affiliation>
<Ship_Class>Super</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Malevolence">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Subj</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Subj,
GALYANA_CLASS_BLANK,
Galyana_Tooltip_Req_Planets_Subjugator,
GALYANA_CLASS_BLANK,
STAT_U_SUBJUGATOR_SHIELD,
STAT_U_SUBJUGATOR_HULL,
STAT_U_SUBJUGATOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Subj,
GALYANA_CLASS_BLANK,
STAT_U_SUBJUGATOR_COST,
STAT_U_SUBJUGATOR_TIME,
STAT_U_SUBJUGATOR_SHIELD,
STAT_U_SUBJUGATOR_HULL,
STAT_U_SUBJUGATOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>Galyana_Encyclopedia_Class_Super_Capital</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Centurion_Destroyer MC80_HomeOneType Star_Destroyer_Class_III</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Defender B-Wing MC30_Frigate</Encyclopedia_Vulnerable_To>
<Moniker>Underworld_Supercapitals.txt</Moniker>
<Space_Model_Name>SeV_Subjugator.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_MALEVOLENCE.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>30</Population_Value>
<!-- 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>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>1000</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>0.1</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>3</Bank_Turn_Angle>
<Max_Thrust>0.2</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>30000</Shield_Points>
<Shield_Refresh_Rate>350</Shield_Refresh_Rate>
<Armor_Type>Armor_SuperCapital</Armor_Type>
<Tactical_Health>40000</Tactical_Health>
<Autoresolve_Health>40000</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>55000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>StarViper_Squadron, 5</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Skipray_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>UEAW_Aggressor_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>3</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>StarViper_Squadron, 15</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Skipray_Squadron, 7</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_Aggressor_Squadron, 7</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Subjugator_R01, HP_Subjugator_R02, HP_Subjugator_R03, HP_Subjugator_R04, HP_Subjugator_R05, HP_Subjugator_R06, HP_Subjugator_R07, HP_Subjugator_R08,
HP_Subjugator_R09, HP_Subjugator_R10, HP_Subjugator_R11, HP_Subjugator_R12, HP_Subjugator_R13, HP_Subjugator_R14, HP_Subjugator_R15, HP_Subjugator_R16,
HP_Subjugator_R17, HP_Subjugator_R18, HP_Subjugator_R19, HP_Subjugator_R20, HP_Subjugator_R21, HP_Subjugator_R22, HP_Subjugator_R23, HP_Subjugator_R24,
HP_Subjugator_R25, HP_Subjugator_R26, HP_Subjugator_R27, HP_Subjugator_R28, HP_Subjugator_R29,
HP_Subjugator_L01, HP_Subjugator_L02, HP_Subjugator_L03, HP_Subjugator_L04, HP_Subjugator_L05, HP_Subjugator_L06, HP_Subjugator_L07, HP_Subjugator_L08,
HP_Subjugator_L09, HP_Subjugator_L10, HP_Subjugator_L11, HP_Subjugator_L12, HP_Subjugator_L13, HP_Subjugator_L14, HP_Subjugator_L15, HP_Subjugator_L16,
HP_Subjugator_L17, HP_Subjugator_L18, HP_Subjugator_L19, HP_Subjugator_L20, HP_Subjugator_L21, HP_Subjugator_L22, HP_Subjugator_L23, HP_Subjugator_L24,
HP_Subjugator_L25, HP_Subjugator_L26, HP_Subjugator_L27, HP_Subjugator_L28, HP_Subjugator_L29,
HP_Subjugator_Special_01, HP_Subjugator_Special_02,
HP_Subjugator_Shield_Generator_01, HP_Subjugator_Shield_Generator_02, HP_Subjugator_Shield_Generator_03,
HP_Subjugator_Fighter_Bay_01, HP_Subjugator_Fighter_Bay_02, HP_Subjugator_Fighter_Bay_03, HP_Subjugator_Fighter_Bay_04,
HP_Subjugator_Engines_01, HP_Subjugator_Engines_02, HP_Subjugator_Engines_03
</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>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_SUPERCAPITAL.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.25 0.2</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>50000</Build_Cost_Credits>
<Build_Time_Seconds>240</Build_Time_Seconds>
<Tech_Level>0</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>Hypori</Required_Planets>
<Required_Special_Structures>U_Ground_Palace</Required_Special_Structures>
<Score_Cost_Credits>120000</Score_Cost_Credits>
<Maintenance_Cost>0.4</Maintenance_Cost>
<Cheap_Bribe_Cost>5000</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>8000</Expensive_Bribe_Cost>
<!-- <Tactical_Bribe_Cost>20000</Tactical_Bribe_Cost>-->
<Political_Control>0</Political_Control>
<Squadron_Capacity>40</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, 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, Malevolence_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</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_Krayt_Class_Destroyer</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Krayt_Class_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Krayt_Class_Destroyer</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Krayt_Class_Destroyer</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Krayt_Class_Destroyer</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Krayt_Class_Destroyer</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Krayt_Class_Destroyer</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Krayt_Class_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_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Krayt_Class_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Krayt_Class_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Krayt_Class_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Krayt_Class_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MASS_DRIVER, 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>
<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<!-- <Unit_Ability>
<Type>ROCKET_ATTACK</Type>
<Expiration_Seconds>20.0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>GUI_Weapon_Boost_SFX</SFXEvent_GUI_Unit_Ability_Activated>
<Alternate_Icon_Name>I_SA_BLAST.TGA</Alternate_Icon_Name>
<Alternate_Name_Text>Galyana_Ability_Ion_Meg</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Ion_Meg_Text</Alternate_Description_Text>
<Recharge_Seconds>120</Recharge_Seconds>
</Unit_Ability>-->
<Unit_Ability>
<Type>BLAST</Type>
<Recharge_Seconds>120.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Subjugator_Blast</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>GUI_Weapon_Boost_SFX</SFXEvent_GUI_Unit_Ability_Activated>
<Alternate_Name_Text>Galyana_Ability_Ion_Meg</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Ion_Meg_Text</Alternate_Description_Text>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Blast_Ability Name="Subjugator_Blast">
<Activation_Style>User_Input</Activation_Style>
<Charge_Up_Seconds>3</Charge_Up_Seconds>
<Damage_Multiplier>1</Damage_Multiplier>
<Charging_Effect/>
<Charged_Effect/>
<SFXEvent_Activate>Unit_Underworld_Plasma_Fire</SFXEvent_Activate>
</Blast_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>30000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>135</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="Malevolence_Death_Clone">
<Text_ID>Galyana_Unit_Subj</Text_ID>
<Space_Model_Name>SeV_Subjugator_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.25</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>Underworld</Affiliation>
<Ship_Class>Super</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,683 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<TransportUnit Name="Underworld_Infantry_Droid_Shuttle">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_UNDERWORLD_LIGHT_TRANSPORT</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>UV_RZ-52BoardingShip.ALO</Space_Model_Name>
<Land_Model_Name>UV_RZ-52BoardingShip_Landing.ALO</Land_Model_Name>
<Icon_Name>i_button_uv_rz_52.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>60.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-30.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>50.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Underworld_Infantry_Droid_Shuttle_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Autoresolve_Health>250</Autoresolve_Health>
<Energy_Capacity>100</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Death_Clone>Damage_Normal, Underworld_Infantry_Droid_Shuttle_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Underworld_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_UVT_Transport</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UVT_Transport</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UVT_Transport</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UVT_Transport</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Underworld_Infantry_Droid_Shuttle_Death_Clone">
<Text_ID>TEXT_UNIT_UNDERWORLD_LIGHT_TRANSPORT</Text_ID>
<Space_Model_Name>UV_RZ-52BoardingShip_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Underworld</Affiliation>
<CategoryMask>None</CategoryMask>
</TransportUnit>
<TransportUnit Name="Underworld_Infantry_Droid_Shuttle_Landing">
<Variant_Of_Existing_Type>Underworld_Infantry_Droid_Shuttle</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>2.25</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
<TransportUnit Name="Underworld_Hero_Shuttle">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_UNDERWORLD_HERO_SHUTTLE</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>UV_TyLander.ALO</Space_Model_Name>
<Land_Model_Name>UV_TyLander_Landing.ALO</Land_Model_Name>
<Icon_Name>i_button_uv_tylander.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.3</Scale_Factor>
<Select_Box_Scale>300</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>60.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-30.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>10.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Underworld_Hero_Shuttle_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>75</Shield_Points>
<Shield_Refresh_Rate>7.5</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>225</Tactical_Health>
<Autoresolve_Health>225</Autoresolve_Health>
<Energy_Capacity>100</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>-5.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Death_Clone>Damage_Normal, Underworld_Hero_Shuttle_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Underworld_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_UVT_Transport</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UVT_Transport</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UVT_Transport</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UVT_Transport</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Underworld_Hero_Shuttle_Death_Clone">
<Text_ID>TEXT_UNIT_UNDERWORLD_LIGHT_TRANSPORT</Text_ID>
<Space_Model_Name>UV_TyLander_DC.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.3</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Underworld</Affiliation>
<CategoryMask>Transport</CategoryMask>
</TransportUnit>
<TransportUnit Name="Underworld_Hero_Shuttle_Landing">
<Variant_Of_Existing_Type>Underworld_Hero_Shuttle</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>0.8</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
<TransportUnit Name="Underworld_Vehicle_Transport">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_UNDERWORLD_TRANSPORT</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>UV_VehTransport.ALO</Space_Model_Name>
<Land_Model_Name>UV_VehTransport_Landing.ALO</Land_Model_Name>
<Icon_Name>i_button_uv_vehtransport.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.25</Scale_Factor>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>140.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-70.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>90.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>30.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Underworld_Vehicle_Transport_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>2.5</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>350</Tactical_Health>
<Autoresolve_Health>350</Autoresolve_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>-5.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Death_Clone>Damage_Normal, Underworld_Vehicle_Transport_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Underworld_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_UVT_Transport</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UVT_Transport</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UVT_Transport</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UVT_Transport</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Underworld_Vehicle_Transport_Death_Clone">
<Text_ID>TEXT_UNIT_UNDERWORLD_TRANSPORT</Text_ID>
<Space_Model_Name>UV_VehTransport_DC.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.25</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Underworld</Affiliation>
<CategoryMask>None</CategoryMask>
</TransportUnit>
<TransportUnit Name="Underworld_Vehicle_Transport_Landing">
<Variant_Of_Existing_Type>Underworld_Vehicle_Transport</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>1.0</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>0, 0, 0</User_Bound_Min>
<User_Bound_Max>0, 0, 0</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Obstacle_Width>0</Obstacle_Width>
<Obstacle_Height>0</Obstacle_Height>
<Obstacle_X_Offset>-70.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Space_Layer>Land</Space_Layer>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
<TransportUnit Name="Underworld_Vehicle_Transport_Cinematic_Landing">
<Variant_Of_Existing_Type>Underworld_Vehicle_Transport_Landing</Variant_Of_Existing_Type>
<Hover_Offset>0.0</Hover_Offset>
</TransportUnit>
<TransportUnit Name="Underworld_Vehicle_Transport_Landing_Saleucami_CIN">
<Variant_Of_Existing_Type>Underworld_Vehicle_Transport_Landing</Variant_Of_Existing_Type>
<LandBehavior/>
</TransportUnit>
<TransportUnit Name="Underworld_Vehicle_Transport_Landing_CIN">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_UNDERWORLD_TRANSPORT</Text_ID>
<Encyclopedia_Text> </Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Land_Model_Name>UV_VehTransport_Landing.ALO</Land_Model_Name>
<Landing_Transport_Variant>Millennium_Falcon_Landing</Landing_Transport_Variant>
<Space_Model_Name>UV_VehTransport.ALO</Space_Model_Name>
<Icon_Name>i_button_uv_vehtransport.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>0</Population_Value>
<Space_Override_Population_Value>1</Space_Override_Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.98</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>0.2</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>0.0</Max_Lift>
<Begin_Turn_Towards_Distance>650.0</Begin_Turn_Towards_Distance>
<OverrideAcceleration>.3</OverrideAcceleration>
<OverrideDeceleration>.3</OverrideDeceleration>
<Hover_Offset>400</Hover_Offset>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>2.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>400</Shield_Points>
<Shield_Refresh_Rate>18</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter_Hero</Armor_Type>
<Tactical_Health>800</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Energy_Capacity>1200</Energy_Capacity>
<Energy_Refresh_Rate>200</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>15</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Red</Projectile_Types>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Fires_Forward>No</Fires_Forward>
<Ranged_Target_Z_Adjust>-3.0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<CategoryMask>Fighter | SpaceHero</CategoryMask>
<Ranking_In_Category>2</Ranking_In_Category>
<Ship_Class>Fighter</Ship_Class>
<Layer_Z_Adjust>-20</Layer_Z_Adjust>
<Is_Named_Hero>Yes</Is_Named_Hero>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Score_Cost_Credits>15000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>TRANSPORT</Behavior>
<SpaceBehavior>FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, UNIT_AI, NEBULA</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, FLYING_LOCOMOTOR</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Ambient_Moving>Unit_Falcon_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Shuttle_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Fire>Unit_Underworld_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_UVT_Transport</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UVT_Transport</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UVT_Transport</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UVT_Transport</SFXEvent_Attack>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
</Data>

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<?xml version="1.0"?>
<Containers>
<Container Name="Galactic_Fleet">
<Text_ID>TEXT_OBJECT_GALACTIC_FLEET</Text_ID>
<Galactic_Model_Name>w_planet_fleet.alo</Galactic_Model_Name>
<Pre_Lit>Yes</Pre_Lit>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Show_Name>No</Show_Name>
<Name_Adjust>-20, -12, 0.1</Name_Adjust>
<Behavior>SELECTABLE, FLEET, FLEET_LOCOMOTOR</Behavior>
<Political_Faction>Empire</Political_Faction>
<Pre_Lit>yes</Pre_Lit>
<Layer_Z_Adjust>0.5</Layer_Z_Adjust>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<!--"Scale" for containers' icons is the world-space ACTUAL SIZE of these icons.-->
<!--This is done because containers don't have constant size/radius and-->
<!--change constantly, whereas supposed to be shown on Radar as one constant-sized blip-->
<Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space>
</Container>
<Container Name="Galactic_Squadron">
<Text_ID>TEXT_OBJECT_GALACTIC_SQUADRON</Text_ID>
<Pre_Lit>Yes</Pre_Lit>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Show_Name>No</Show_Name>
<Name_Adjust>-20, -12, 0.1</Name_Adjust>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space>
<Behavior>FLEET</Behavior>
</Container>
</Containers>

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<?xml version="1.0"?>
<Data>
<!--GENERIC DEATH CLONES-->
<!--used for underworld disruptor kills-->
<GroundInfantry Name="Infantry_Disruptor_Death_Clone_00">
<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
</GroundInfantry>
<GroundInfantry Name="Infantry_Disruptor_Death_Clone_01">
<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
</GroundInfantry>
<GroundInfantry Name="Infantry_Short_Disruptor_Death_Clone_00">
<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
<Scale_Factor>0.75</Scale_Factor>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
</GroundInfantry>
<GroundInfantry Name="Infantry_Short_Disruptor_Death_Clone_01">
<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
<Scale_Factor>0.75</Scale_Factor>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
</GroundInfantry>
<GroundInfantry Name="Infantry_Tall_Disruptor_Death_Clone_00">
<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
<Scale_Factor>1.5</Scale_Factor>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
</GroundInfantry>
<GroundInfantry Name="Infantry_Tall_Disruptor_Death_Clone_01">
<Land_Model_Name>W_DISRUPTOR_DEATH.ALO</Land_Model_Name>
<Scale_Factor>1.5</Scale_Factor>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
</GroundInfantry>
<!--used for underworld radioactive contamination kills-->
<GroundInfantry Name="Infantry_Melt_Death_Clone_00">
<Land_Model_Name>w_infect.alo</Land_Model_Name>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
<Death_SFXEvent_Start_Die>Unit_Infantry_Infected_Death</Death_SFXEvent_Start_Die>
</GroundInfantry>
<GroundInfantry Name="Infantry_Short_Melt_Death_Clone_00">
<Land_Model_Name>w_infect.alo</Land_Model_Name>
<Scale_Factor>0.75</Scale_Factor>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
<Death_SFXEvent_Start_Die>Unit_Infantry_Infected_Death</Death_SFXEvent_Start_Die>
</GroundInfantry>
<GroundInfantry Name="Infantry_Tall_Melt_Death_Clone_00">
<Land_Model_Name>w_infect.alo</Land_Model_Name>
<Scale_Factor>1.5</Scale_Factor>
<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
<Death_SFXEvent_Start_Die>Unit_Infantry_Infected_Death</Death_SFXEvent_Start_Die>
</GroundInfantry>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Centurion_Destroyer">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_RAVAGER</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Centurion,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_H_CENTURION_SHIELD,
STAT_H_CENTURION_HULL,
STAT_H_CENTURION_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Centurion,
GALYANA_CLASS_BLANK,
STAT_H_CENTURION_COST,
STAT_H_CENTURION_TIME,
STAT_H_CENTURION_SHIELD,
STAT_H_CENTURION_HULL,
STAT_H_CENTURION_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Vinterdictor_Cruiser Corellian_Gunboat IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Calamari_Cruiser TIE_Defender</Encyclopedia_Vulnerable_To>
<Moniker>Hutt_Capitals.txt</Moniker>
<Space_Model_Name>Centurion.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_CENTURION.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>0.85</Scale_Factor>
<Select_Box_Scale>890</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.4</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>0.1</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2000</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital_Heavy</Armor_Type>
<Tactical_Health>7000</Tactical_Health>
<Autoresolve_Health>7000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>80</Damage>
<AI_Combat_Power>6000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Viper_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Viper_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Cent_FC,
HP_Cent_FR,
HP_Cent_FL,
HP_Cent_MR,
HP_Cent_ML,
HP_Cent_TBL_R1,
HP_Cent_TBL_L1,
HP_Cent_TBL_R2,
HP_Cent_TBL_L2,
HP_Centurion_Shields,
HP_Centurion_Engines,
HP_Centurion_Fighter_Bay,
HP_Centurion_Tractor_Beam
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship_empire.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-330.0</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>5200</Build_Cost_Credits>
<Build_Time_Seconds>75</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>4</Required_Star_Base_Level>
<Required_Planets>MonCalimari, MonCalimari_PM, Kuat, Fondor, Sullust, Hypori, Mandalore, The_Maw, Yaga_Minor</Required_Planets>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>3000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>42000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>9</Squadron_Capacity>
<!-- 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>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Centurion_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_UEAW_Ravager</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Ravager</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Ravager</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Ravager</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Ravager</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Ravager</SFXEvent_Guard>
<SFXEvent_Move_Opposite>Unit_Move_Opposite_UEAW_Ravager</SFXEvent_Move_Opposite>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Ravager</SFXEvent_Barrage>
<SFXEvent_Stop>Unit_Stop_UEAW_Ravager</SFXEvent_Stop>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Ravager</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Ravager</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_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Ravager</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Ravager</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_UEAW_Ravager</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Ravager</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Ravager</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_UEAW_Ravager</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LURE</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.75f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.25f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.75f</Mod_Multiplier>
<!-- <Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.75f</Mod_Multiplier>-->
<Mod_Multiplier>SPEED_MULTIPLIER, 1.25f</Mod_Multiplier>
<Recharge_Seconds>100</Recharge_Seconds>
<Is_Pulsing>Yes</Is_Pulsing>
<Pulse_Frequency_Secs>30.0</Pulse_Frequency_Secs>
<Max_Number_Of_Pulses>1</Max_Number_Of_Pulses>
<Particle_Effect>Systems_Boost_Particle_Capital</Particle_Effect>
<Alternate_Name_Text>Galyana_Ability_System_Boost</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_System_Boost_Text</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_ELECTRONIC_SCRAMBLE.TGA</Alternate_Icon_Name>
<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_SystemBoost_On</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_SystemBoost_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>Centurion_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_UEAW_Ravager</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="Centurion_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>1000</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>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Stacking_Category>0</Stacking_Category>
</Tractor_Beam_Attack_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Centurion_Death_Clone">
<Text_ID>UEAW_UNIT_RAVAGER</Text_ID>
<Space_Model_Name>Centurion_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.85</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Hutts</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Venator_SD">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Venator_SD</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltext_Venator_SD,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_H_VENATOR_SHIELD,
STAT_H_VENATOR_HULL,
STAT_H_VENATOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Venator_SD,
GALYANA_CLASS_BLANK,
STAT_H_VENATOR_COST,
STAT_H_VENATOR_TIME,
STAT_H_VENATOR_SHIELD,
STAT_H_VENATOR_HULL,
STAT_H_VENATOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Alliance_Assault_Frigate Victory_Destroyer Vengeance_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-Wing Skipray_Blastboat TIE_Bomber</Encyclopedia_Vulnerable_To>
<Moniker>Hutt_Capitals.txt</Moniker>
<Space_Model_Name>HV_Venator.ALO</Space_Model_Name>
<Icon_Name>i_button_venator.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>8</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>700</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.6</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2500</Shield_Points>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>8000</Tactical_Health>
<Autoresolve_Health>8000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>70</Damage>
<AI_Combat_Power>5000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Mirage_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>4</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Mirage_Squadron, 36</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 12</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Venator_Shield_Gen,
HP_Venator_Fighter_Bay,
HP_Venator_Engines,
HP_Venator_FC,
HP_Venator_FL,
HP_Venator_FR,
HP_Venator_MR,
HP_Venator_ML,
HP_Venator_RL,
HP_Venator_RR
</HardPoints>
<Space_FOW_Reveal_Range>1600.0</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>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</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_capital_ship_empire.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-250.0</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>6000</Build_Cost_Credits>
<Build_Time_Seconds>80</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>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>4000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>48000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>60</Squadron_Capacity>
<!-- 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_PowerToShields</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Venator_SD_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_Jedi_Cruiser</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Jedi_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Jedi_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Jedi_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Jedi_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Jedi_Cruiser</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Jedi_Cruiser</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Jedi_Cruiser</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Jedi_Cruiser</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Jedi_Cruiser</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_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Missile_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>DEFEND</Type>
<Recharge_Seconds>120</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>20</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Jedi_Cruiser</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>5600</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Venator_SD_Death_Clone">
<Text_ID>Galyana_Unit_Venator_SD</Text_ID>
<Space_Model_Name>NV_JediCruiser_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>2.25</Scale_Factor>
<Layer_Z_Adjust>-250.0</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>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Executor_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Executioner_Class_Cruiser</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltext_Executioner_Class_Cruiser,
GALYANA_CLASS_BLANK,
STAT_H_EXECUTIONER_SHIELD,
STAT_H_EXECUTIONER_HULL,
STAT_H_EXECUTIONER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Executioner_Class_Cruiser,
GALYANA_CLASS_BLANK,
STAT_H_EXECUTIONER_COST,
STAT_H_EXECUTIONER_TIME,
STAT_H_EXECUTIONER_SHIELD,
STAT_H_EXECUTIONER_HULL,
STAT_H_EXECUTIONER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Vinterdictor_Cruiser Recusant_Destroyer Interceptor4_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>B-Wing Skipray_Blastboat TIE_Defender</Encyclopedia_Vulnerable_To>
<Space_Model_Name>Sith_Frigate2.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_SITH_FRIGATE2.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>6</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>700</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.3</Max_Rate_Of_Roll>
<Bank_Turn_Angle>10</Bank_Turn_Angle>
<Max_Thrust>1.2</Max_Thrust>
<OverrideAcceleration>.06</OverrideAcceleration>
<OverrideDeceleration>.06</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1400</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>3600</Tactical_Health>
<Autoresolve_Health>3600</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>45</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Hutt_Pirate_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Hutts_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Hutt_Pirate_Fighter_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Hutts_Squadron, 1</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Executioner_ShieldGen,
HP_Executioner_Engines,
HP_Executioner_Hangar,
HP_Executioner_HeavyBeam,
HP_Executioner_Laser_L01,
HP_Executioner_Laser_L02,
HP_Executioner_Laser_L03,
HP_Executioner_Laser_R01,
HP_Executioner_Laser_R02,
HP_Executioner_Laser_R03
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-120.0</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>3600</Build_Cost_Credits>
<Build_Time_Seconds>40</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1800</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>9</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Executor_Frigate_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_Acclamator</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</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_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LURE</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.75f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.25f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.75f</Mod_Multiplier>
<!-- <Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.75f</Mod_Multiplier>-->
<Mod_Multiplier>SPEED_MULTIPLIER, 1.25f</Mod_Multiplier>
<Recharge_Seconds>100</Recharge_Seconds>
<Is_Pulsing>Yes</Is_Pulsing>
<Pulse_Frequency_Secs>25.0</Pulse_Frequency_Secs>
<Max_Number_Of_Pulses>1</Max_Number_Of_Pulses>
<Particle_Effect>Systems_Boost_Particle_Cruiser</Particle_Effect>
<Alternate_Name_Text>Galyana_Ability_System_Boost</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_System_Boost_Text</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_ELECTRONIC_SCRAMBLE.TGA</Alternate_Icon_Name>
<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_SystemBoost_On</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_SystemBoost_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>26</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Executor_Frigate_Death_Clone">
<Text_ID>Galyana_Unit_Executioner_Class_Cruiser</Text_ID>
<Space_Model_Name>Sith_Frigate2_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.7</Scale_Factor>
<Layer_Z_Adjust>-120.0</Layer_Z_Adjust>
<Max_Speed>0.9</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Hutt_Eclipse">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Silhouette_Frigate</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Silhouette_Frigate,
GALYANA_CLASS_BLANK,
STAT_H_SILHOUETTE_SHIELD,
STAT_H_SILHOUETTE_HULL,
STAT_H_SILHOUETTE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Silhouette_Frigate,
GALYANA_CLASS_BLANK,
STAT_H_SILHOUETTE_COST,
STAT_H_SILHOUETTE_TIME,
STAT_H_SILHOUETTE_SHIELD,
STAT_H_SILHOUETTE_HULL,
STAT_H_SILHOUETTE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Nebulon_B_Frigate Acclamator_Assault_Ship Interceptor4_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Skipray_Blastboat B-Wing TIE_Defender</Encyclopedia_Vulnerable_To>
<Space_Model_Name>Imperious.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_IMPERIOUS.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>6</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>625</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.7</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type/>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser_Heavy</Armor_Type>
<Tactical_Health>4500</Tactical_Health>
<Autoresolve_Health>4800</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>50</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<!-- <Starting_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>10</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 0</Reserve_Spawned_Units_Tech_0>-->
<HardPoints>
HP_Silhouette_Beam_01,
HP_Silhouette_Beam_02,
HP_Silhouette_Beam_03,
HP_Silhouette_Beam_04,
HP_Silhouette_Beam_05,
HP_Silhouette_Beam_06,
HP_Silhouette_HeavyBeam,
HP_Silhouette_Hangar,
HP_Silhouette_Engines_01,
HP_Silhouette_Engines_02
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>3900</Build_Cost_Credits>
<Build_Time_Seconds>50</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>4</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>9</Squadron_Capacity>
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior> <!--SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE-->
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Hutt_Eclipse_Deathclone</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_Move_Star_Destroyer</SFXEvent_Move_Into_Asteroid_Field> <!--Unit_Asteroids_Star_Destroyer-->
<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>STEALTH</Type>
<Alternate_Icon_Name>i_sa_stealth.tga</Alternate_Icon_Name>
<Alternate_Name_Text>TEXT_TOOLTIP_CLOAK</Alternate_Name_Text>
<GUI_Activated_Ability_Name>Stealth_Silhouette</GUI_Activated_Ability_Name>
<Recharge_Seconds>15.0</Recharge_Seconds>
<Expiration_Seconds>60.0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stealth_On_Vengeance_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Stealth_Off_Vengeance_Frigate</SFXEvent_GUI_Unit_Ability_Deactivated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Stealth_Ability Name="Stealth_Silhouette">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>128, 96, 255, 128</Stealth_Color>
<Stealth_Transition_Time>.5</Stealth_Transition_Time>
<SFXEvent_Activate/>
</Stealth_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Hutt_Eclipse_Deathclone">
<Text_ID>Galyana_Unit_Silhouette_Frigate</Text_ID>
<Space_Model_Name>Imperious_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.75</Scale_Factor>
<Layer_Z_Adjust>-90.0</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>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Gladiator_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Grimes_Carrier</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Grimes_Carrier,
GALYANA_CLASS_BLANK,
STAT_H_GRIMESCARRIER_SHIELD,
STAT_H_GRIMESCARRIER_HULL,
STAT_H_GRIMESCARRIER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Grimes_Carrier,
GALYANA_CLASS_BLANK,
STAT_H_GRIMESCARRIER_COST,
STAT_H_GRIMESCARRIER_TIME,
STAT_H_GRIMESCARRIER_SHIELD,
STAT_H_GRIMESCARRIER_HULL,
STAT_H_GRIMESCARRIER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_DREADNAUGHT_CARRIER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat Crusader_Gunship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Skipray_Blastboat Calamari_Cruiser</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_Demolisher.ALO</Space_Model_Name>
<Icon_Name>I_Button_Gladiator.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>7</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.65</Scale_Factor>
<Select_Box_Scale>800</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.4</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>8</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.03</OverrideAcceleration>
<OverrideDeceleration>.03</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>3500</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>40</Damage>
<AI_Combat_Power>2500</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Hutt_VWing_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Hutt_Pirate_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Z95_Headhunter_Hutts_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>7</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Hutt_VWing_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Hutt_Pirate_Fighter_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Z95_Headhunter_Hutts_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Aqulamator_Bomber_Squadron, 10</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Glad_01,
HP_Glad_02,
HP_Glad_03,
HP_Glad_04,
HP_Glad_05,
HP_Glad_Shields,
HP_Glad_Engines,
HP_Glad_Hangar
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-150.0</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>4200</Build_Cost_Credits>
<Build_Time_Seconds>45</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>4</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1750</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>5000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>77</Squadron_Capacity><!-- 77 -->
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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_PointDefense</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Glad_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_Victory_Destroyer</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Victory_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Victory_Destroyer</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Victory_Destroyer</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Victory_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Victory_Destroyer</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Victory_Destroyer</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Victory_Destroyer</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Victory_Destroyer</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Victory_Destroyer</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Victory_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Victory_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Victory_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Victory_Destroyer_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LASER_DEFENSE</Type>
<Recharge_Seconds>75.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Grimes_Laser_Defense</GUI_Activated_Ability_Name>
<Effective_Radius>800.0</Effective_Radius>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Laser_Defense_On_Crusader</SFXEvent_GUI_Unit_Ability_Activated> <!--(by pressing the activate button)-->
<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Laser_Defense_Off_Crusader</SFXEvent_GUI_Unit_Ability_Deactivated> <!--(by pressing deactivate)-->
<Must_Be_Bought_On_Black_Market>No</Must_Be_Bought_On_Black_Market>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>power_to_weapons</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.5f</Mod_Multiplier> <!-- was -2.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Victory_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Laser_Defense_Ability Name="Grimes_Laser_Defense">
<Activation_Style>User_Input</Activation_Style>
<Defense_Duration_In_Secs>30.0</Defense_Duration_In_Secs>
<Laser_Color>34, 34, 235, 255</Laser_Color>
<Bone_Names>EV_DEMOLISHER</Bone_Names>
<Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
<Protection_Radius>800.0</Protection_Radius>
<Laser_Beam_Frames>2</Laser_Beam_Frames>
<Laser_Beam_Width>5</Laser_Beam_Width>
<Projectile_Dist_Travelled>100</Projectile_Dist_Travelled>
<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
<Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
<Recharge_Time_In_Secs>.4</Recharge_Time_In_Secs>
<Must_Be_Bought_On_Black_Market>No</Must_Be_Bought_On_Black_Market>
<Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
</Laser_Defense_Ability>
<Force_Healing_Ability Name="Grimes_Carrier_Healing">
<Activation_Style>Space_Automatic</Activation_Style>
<Heal_Range>800.0</Heal_Range>
<Heal_Amount>5.0</Heal_Amount>
<Heal_Percent>0.03</Heal_Percent>
<!-- <Blob_Color>0, 255, 0, 255</Blob_Color>-->
<Heal_Interval_In_Secs>3</Heal_Interval_In_Secs>
<Single_Target_Heal>No</Single_Target_Heal>
<Heal_Range_Blob_Material>Healing_Range_Indicator_Highlight</Heal_Range_Blob_Material>
<!--We can heal the following unit types:-->
<Applicable_Unit_Categories>Fighter, Bomber</Applicable_Unit_Categories>
<Applicable_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>SPAWN_00</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>4200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>32</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Glad_Death_Clone">
<Text_ID>Galyana_Unit_Grimes_Carrier</Text_ID>
<Space_Model_Name>EV_DEMOLISHER_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.65</Scale_Factor>
<Layer_Z_Adjust>-150.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Hutts</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,949 @@
<?xml version="1.0"?>
<Hutt_Faction_Units>
<SpecialStructure Name="Hutt_Command_Center_Palace">
<Text_ID>TEXT_STRUCTURE_HUTT_COMMAND_CENTER</Text_ID>
<Encyclopedia_Text>TEXT_STRUCTURE_HUTT_COMMAND_CENTER_DES</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_hutt_palace.tga</Icon_Name>
<Land_Model_Name>W_huttpalace_variant.alo</Land_Model_Name>
<Scale_Factor>0.8</Scale_Factor>
<GUI_Row>0</GUI_Row>
<Size_Value>50</Size_Value>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>LAND_OBSTACLE, SPACE_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Affiliation>Hutts</Affiliation>
<Tech_Level>99</Tech_Level>
<Base_Position>In_Base</Base_Position>
<Tactical_Health>1200</Tactical_Health>
<Armor_Type>Armor_Structure</Armor_Type>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Last_State_Visible_Under_FOW>Yes</Last_State_Visible_Under_FOW>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Clone_Is_Obstacle>true</Death_Clone_Is_Obstacle>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack>EHD_Hutt_Palace_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Hutt_Palace_Destroyed</SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Hutt_Palace_Select_SFX</SFXEvent_Select>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<CategoryMask>Structure</CategoryMask>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Score_Cost_Credits>8000</Score_Cost_Credits>
<Starting_Spawned_Units_Tech_0>Hutt_Soldier_Squad, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Hutt_Soldier_Squad, -1</Reserve_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Hutt_PLEX_Soldier_Squad, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Hutt_PLEX_Soldier_Squad, -1</Reserve_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Hutt_Swamp_Speeder_Team, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Hutt_Swamp_Speeder_Team, -1</Reserve_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Hutt_Pod_Walker_Team, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Hutt_Pod_Walker_Team, -1</Reserve_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Twilek_Commando_Company, 1</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Twilek_Commando_Company, -1</Reserve_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>20</Spawned_Squadron_Delay_Seconds>
<Spawned_Squadron_Location_Bones>SPAWN_00</Spawned_Squadron_Location_Bones>
<Spawned_Squadron_Location_Flyout_Distances>250.0</Spawned_Squadron_Location_Flyout_Distances>
<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
</SpecialStructure>
<SpecialStructure Name="Hutt_Communications_Array">
<Text_ID>TEXT_STRUCTURE_COMM_ARRAY</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_COMM_ARRAY_00, TEXT_ENCYCLOPEDIA_COMM_ARRAY_01</Encyclopedia_Text>
<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_COMM_ARRAY_00</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_communications_array.tga</Icon_Name>
<Land_Model_Name>RB_COMCENTER.ALO</Land_Model_Name>
<Scale_Factor>1.0</Scale_Factor>
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<GUI_Row>0</GUI_Row>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Select_Box_Scale>100</Select_Box_Scale>
<Mass>1.0</Mass>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL,SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Obstacle_Proxy_Type>H_Ground_Communications_Array_Build_Pad</Obstacle_Proxy_Type>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>
<Ownership_Sticks>Yes</Ownership_Sticks>
<Last_State_Visible_Under_FOW>Yes</Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Size_Value>50</Size_Value>
<Base_Position>In_Base</Base_Position>
<Tech_Level>99</Tech_Level>
<Death_Clone_Is_Obstacle>true</Death_Clone_Is_Obstacle>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Affiliation>Hutts</Affiliation>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>350</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>0</Energy_Capacity>
<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
<Base_Level_Available>1</Base_Level_Available>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Property_Flags>InBase</Property_Flags>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack>EHD_Comm_Array_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Comm_Array_Destroyed</SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Comm_Array_Select_SFX</SFXEvent_Select>
<Score_Cost_Credits>4000</Score_Cost_Credits>
</SpecialStructure>
<SpecialStructure Name="Hutt_Ground_Base_Shield">
<Text_ID>TEXT_GROUND_BASE_SHIELD</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_BASE_SHIELD_00</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_BASESHIELDGEN.ALO</Land_Model_Name>
<GUI_Row>0</GUI_Row>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Behavior>DUMMY_GROUND_STRUCTURE, SELECTABLE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, BASE_SHIELD, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Radar_Range_Icon_Name>i_radar_shield.tga</Radar_Range_Icon_Name>
<Obstacle_Proxy_Type>E_Ground_Base_Shield_Build_Pad</Obstacle_Proxy_Type>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<Terrain_Texture_Modifier_Square>true</Terrain_Texture_Modifier_Square>
<Shield_On_Anim>SHIELD_ON</Shield_On_Anim>
<Shield_Off_Anim>SHIELD_OFF</Shield_Off_Anim>
<Base_Shield_Radius>740</Base_Shield_Radius>
<Base_Shield_Always_Off>False</Base_Shield_Always_Off>
<SecondaryOccupationPassability>Shield</SecondaryOccupationPassability>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>0.75</Scale_Factor>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<GUI_Bounds_Scale>0.05</GUI_Bounds_Scale>
<Is_Dummy>No</Is_Dummy>
<Death_Clone_Is_Obstacle>true</Death_Clone_Is_Obstacle>
<Obstacle_Width>40.0</Obstacle_Width>
<Obstacle_Height>40.0</Obstacle_Height>
<Obstacle_X_Offset>-20.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
<Fine_Tune_Occupied_Passability>false</Fine_Tune_Occupied_Passability>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Custom_Hard_XExtent>50.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>50.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>40.0</Custom_Soft_Footprint_Radius>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Reinforcement_Prevention_Radius>775</Reinforcement_Prevention_Radius>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Shield_Normal_Color>0.2, 0.2, 0.8, 1.0</Shield_Normal_Color>
<Shield_Upgraded_Color>0.2, 0.7, 0.8, 1.0</Shield_Upgraded_Color>
<Affiliation>Hutts</Affiliation>
<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
<Size_Value>50</Size_Value>
<Base_Position>In_Base</Base_Position>
<Tech_Level>99</Tech_Level>
<Tactical_Additional_Structure_Type>Hutt_Power_Generator</Tactical_Additional_Structure_Type>
<Tactical_Health>650</Tactical_Health>
<Icon_Name>i_button_base_shield_generator.tga</Icon_Name>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>
<SFXEvent_Build_Started>EHD_Shield_Generator_Build</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack>EHD_Shield_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Shield_Generator_Destroyed</SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Shield_Gen_Select_SFX</SFXEvent_Select>
<SFXEvent_Powered_Active_Loop>Structure_Shutter_Shield_Generator_Loop</SFXEvent_Powered_Active_Loop>
<SFXEvent_Ambient_Loop>Structure_Barracks_Loop</SFXEvent_Ambient_Loop>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<CategoryMask>Structure</CategoryMask>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Score_Cost_Credits>20000</Score_Cost_Credits>
<Property_Flags>InBase</Property_Flags>
<Movie_Object>false</Movie_Object>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="H_Base_Shield_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<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, 1.2</Owner_Light_Effect_Color>
<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>
</SpecialStructure>
<SpecialStructure Name="Hutt_Power_Generator">
<Text_ID>TEXT_STRUCTURE_POWER_GENERATOR</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00</Encyclopedia_Text>
<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_POWER_GENERATOR_00</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<GUI_Row>0</GUI_Row>
<Land_Model_Name>RB_SHIELD-GENERATOR.ALO</Land_Model_Name>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
<Behavior>DUMMY_GROUND_STRUCTURE, SELECTABLE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Last_State_Visible_Under_FOW>Yes</Last_State_Visible_Under_FOW>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
<Size_Value>50</Size_Value>
<Base_Position>Out_Base</Base_Position>
<Tech_Level>99</Tech_Level>
<Icon_Name>i_button_power_generator.tga</Icon_Name>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Obstacle_Proxy_Type>H_Ground_Power_Generator_Build_Pad</Obstacle_Proxy_Type>
<Death_Clone_Is_Obstacle>true</Death_Clone_Is_Obstacle>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.2 0.1</Radar_Icon_Size>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>0.75</Scale_Factor>
<Shield_Points>0</Shield_Points>
<Tactical_Health>800</Tactical_Health>
<Autoresolve_Health>500</Autoresolve_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
<Affiliation>Hutts</Affiliation>
<Base_Level_Available>1</Base_Level_Available>
<Victory_Relevant>No</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<Abilities SubObjectList="Yes">
<Base_Power_Ability Name="H_Power_Plant_Base_Power">
<Activation_Style>Ground_Automatic</Activation_Style>
</Base_Power_Ability>
<Force_Healing_Ability Name="H_Power_Plant_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<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, 1.2</Owner_Light_Effect_Color>
<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>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack>EHD_Power_Generator_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Power_Generator_Destroyed</SFXEvent_Unit_Lost>
<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>
<SFXEvent_Engine_Cinematic_Focus_Loop>Structure_Power_Generator_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Score_Cost_Credits>2000</Score_Cost_Credits>
</SpecialStructure>
<SpaceUnit Name="Hutt_Refurbished_Venator">
<Text_ID>TEXT_UNIT_JEDI_CRUISER</Text_ID>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Star_Destroyer Victory_Destroyer TIE_Bomber</Encyclopedia_Vulnerable_To>
<Encyclopedia_Text>TEXT_TOOLTIP_VENETOR</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_jedi_cruiser.tga</Icon_Name>
<Space_Model_Name>NV_JEDICRUISER.ALO</Space_Model_Name>
<Scale_Factor>1.4</Scale_Factor>
<Mass>0.999</Mass>
<Select_Box_Scale>400</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Size_Value>8</Size_Value>
<Max_Thrust>1.6</Max_Thrust>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Layer_Z_Adjust>-90</Layer_Z_Adjust>
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Affiliation>Hutts</Affiliation>
<IsBuildable>No</IsBuildable>
<Tech_Level>99</Tech_Level>
<Armor_Type>Armor_Frigate</Armor_Type>
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Autoresolve_Health>3200</Autoresolve_Health>
<Tactical_Health>3000</Tactical_Health>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<Damage>30</Damage>
<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
<AI_Combat_Power>1800</AI_Combat_Power>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<HardPoints>
HP_Jedi_Cruiser_Shield_Gen,
HP_Jedi_Cruiser_Engines,
HP_Jedi_Cruiser_FL,
HP_Jedi_Cruiser_FR,
HP_Jedi_Cruiser_ML,
HP_Jedi_Cruiser_MR,
HP_Jedi_Cruiser_BL,
HP_Jedi_Cruiser_BR
</HardPoints>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Venator_Cruiser_Death_Clone</Death_Clone>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Jedi_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Jedi_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Jedi_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Jedi_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Jedi_Cruiser</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Jedi_Cruiser</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Jedi_Cruiser</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Jedi_Cruiser</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Jedi_Cruiser</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Jedi_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Jedi_Cruiser</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<MovementClass>Space</MovementClass>
<Space_Layer>Frigate</Space_Layer>
<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>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Ship_Class>frigate</Ship_Class>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Squadron_Capacity>10</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Score_Cost_Credits>12000</Score_Cost_Credits>
<Cheap_Bribe_Cost>1500</Cheap_Bribe_Cost>
<Tactical_Bribe_Cost>3000</Tactical_Bribe_Cost>
<Defend_Mode_Weapon_Delay_Multiplier>3.0</Defend_Mode_Weapon_Delay_Multiplier>
<Defend_Mode_Shield_Regen_Multiplier>5.0</Defend_Mode_Shield_Regen_Multiplier>
<Defend_Mode_Energy_Regen_Multiplier>5.0</Defend_Mode_Energy_Regen_Multiplier>
<Defend_Mode_Speed_Multiplier>0.5</Defend_Mode_Speed_Multiplier>
<Tactical_Build_Cost_Multiplayer>2400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Population_Value>3</Population_Value>
<Lua_Script>ObjectScript_PowerToShields</Lua_Script>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>DEFEND</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.25f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.75f</Mod_Multiplier>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Nebulon</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
</SpaceUnit>
<SpaceUnit Name="Hutt_Corellian_Corvette">
<Text_ID>TEXT_UNIT_CORELLIAN_CORVETTE</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_CORELLIAN_CORVETTE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Fighter X-Wing Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Star_Destroyer Victory_Destroyer Vengeance_Frigate</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_corellian_corvette.tga</Icon_Name>
<Space_Model_Name>RV_CORVETTE.ALO</Space_Model_Name>
<GUI_Model_Name>RV_CORVETTE.ALO</GUI_Model_Name>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Scale_Factor>0.5</Scale_Factor>
<GUI_Row>1</GUI_Row>
<Size_Value>120</Size_Value>
<Mass>0.995</Mass>
<Max_Speed>2.45</Max_Speed>
<Max_Rate_Of_Turn>1.25</Max_Rate_Of_Turn>
<MovementClass>Space</MovementClass>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Armor_Type>Armor_Corvette</Armor_Type>
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Max_Thrust>0.5</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Min_Speed>2.0</Min_Speed>
<Max_Lift>0.0</Max_Lift>
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, SELECTABLE, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Affiliation>Hutts</Affiliation>
<Tech_Level>99</Tech_Level>
<Tactical_Health>750</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Shield_Points>600</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Damage>20</Damage>
<AI_Combat_Power>1250</AI_Combat_Power>
<IsBuildable>No</IsBuildable>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
<Death_Clone>Damage_Normal, Corellian_Corvette_Death_Clone</Death_Clone>
<Victory_Relevant>yes</Victory_Relevant>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<HardPoints>
HP_Corellian_Corvette_01, HP_Corellian_Corvette_02, HP_Corellian_Corvette_03, HP_Corellian_Corvette_04, HP_Corellian_Corvette_05, HP_Corellian_Corvette_06, HP_Corellian_Corvette_07, HP_Corellian_Corvette_08
</HardPoints>
<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Corvette</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Corvette</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Corvette</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Corvette</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Corvette</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Corvette</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Corvette</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Corvette</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Corvette</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Corvette_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Corvette_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<Ranking_In_Category>7</Ranking_In_Category>
<MovementClass>Space</MovementClass>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Ship_Class>corvette</Ship_Class>
<FormationPriority>3</FormationPriority>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Score_Cost_Credits>1250</Score_Cost_Credits>
<Cheap_Bribe_Cost>310</Cheap_Bribe_Cost>
<Tactical_Bribe_Cost>625</Tactical_Bribe_Cost>
<Population_Value>2</Population_Value>
<Tactical_Build_Cost_Multiplayer>1850</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TURBO</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.0f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 2.0f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
</SpaceUnit>
<SpaceUnit Name="Hutt_Marauder">
<Text_ID>TEXT_UNIT_MARAUDER_CRUISER</Text_ID>
<Encyclopedia_Good_Against>Empire_Star_Base_1 TIE_Fighter TIE_Bomber</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Vulnerable_To>
<Encyclopedia_Text>TEXT_TOOLTIP_MARAUDER_HUTT</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_marauder.tga</Icon_Name>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Space_Model_Name>rv_missile_ship.alo</Space_Model_Name>
<Scale_Factor>1</Scale_Factor>
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<GUI_Row>1</GUI_Row>
<Max_Speed>2.5</Max_Speed>
<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>
<MovementClass>Space</MovementClass>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<OverrideAcceleration>.05</OverrideAcceleration>
<OverrideDeceleration>.05</OverrideDeceleration>
<Max_Thrust>0.5</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Min_Speed>2.0</Min_Speed>
<Max_Lift>0.0</Max_Lift>
<Affiliation>Hutts</Affiliation>
<Tech_Level>99</Tech_Level>
<IsBuildable>No</IsBuildable>
<Armor_Type>Armor_Corvette</Armor_Type>
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Tactical_Health>550</Tactical_Health>
<Autoresolve_Health>600</Autoresolve_Health>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Energy_Capacity>9999</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Damage>20</Damage>
<AI_Combat_Power>1400</AI_Combat_Power>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Projectile_Types>Proj_Ship_Turbolaser_Violet</Projectile_Types>
<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Death_Clone>Damage_Normal, Marauder_Missile_Cruiser_Death_Clone</Death_Clone>
<SFXEvent_Fire>Unit_Turbo_Fire</SFXEvent_Fire>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Marauder_Cruiser</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Marauder_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Marauder_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Marauder_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Marauder_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Marauder_Cruiser</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Marauder_Cruiser</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Gunboat_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gunboat_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gunboat_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Ship_Class>corvette</Ship_Class>
<FormationPriority>3</FormationPriority>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Ranking_In_Category>7</Ranking_In_Category>
<CategoryMask>Corvette | AntiFrigate | AntiCapital</CategoryMask>
<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<MovementClass>Space</MovementClass>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SpaceArtillery</Targeting_Priority_Set>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<Cheap_Bribe_Cost>450</Cheap_Bribe_Cost>
<Tactical_Bribe_Cost>900</Tactical_Bribe_Cost>
<Score_Cost_Credits>1400</Score_Cost_Credits>
<Population_Value>2</Population_Value>
<Tactical_Build_Cost_Multiplayer>3200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>DEFEND</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.8f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Nebulon</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
</SpaceUnit>
<SpaceUnit Name="Hutt_IPV1_Craft">
<Variant_Of_Existing_Type>IPV1_System_Patrol_Craft</Variant_Of_Existing_Type>
<Affiliation>Hutts</Affiliation>
<Tech_Level>99</Tech_Level>
<IsBuildable>No</IsBuildable>
</SpaceUnit>
<!--Variants For Underworld Story-->
<GroundCompany Name="Hutt_Skiff_Team">
<Text_ID>TEXT_PIRATE_SKIFF_TEAM</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_SKIFF</Encyclopedia_Text>
<Encyclopedia_Good_Against>AT_RT_Walker T2B_Tank Underworld_Merc</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>M1_Repulsor_Tank Plex_Soldier MAL_Rocket_Vehicle</Encyclopedia_Vulnerable_To>
<Is_Dummy>Yes</Is_Dummy>
<Damage>20</Damage>
<Autoresolve_Health>220</Autoresolve_Health>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>2</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>tank</Ship_Class>
<Company_Transport_Unit>Kavadonia_Transport</Company_Transport_Unit>
<Company_Units>Hutt_Skiff, Hutt_Skiff, Hutt_Skiff, Hutt_Skiff</Company_Units>
<Icon_Name>i_button_skiff.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Tech_Level>1</Tech_Level>
<Population_Value>1</Population_Value>
<Score_Cost_Credits>300</Score_Cost_Credits>
<Build_Cost_Credits>350</Build_Cost_Credits>
<Piracy_Value_Credits>30</Piracy_Value_Credits>
<Build_Time_Seconds>11</Build_Time_Seconds>
<IsBuildable>No</IsBuildable>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Special_Structures>H_Ground_Factory</Required_Special_Structures>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_VEHICLE</Encyclopedia_Unit_Class>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Build_Complete>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Skiff</SFXEvent_Fleet_Move>
<Population_Value>1</Population_Value>
</GroundCompany>
<GroundVehicle Name="Hutt_Skiff">
<Variant_Of_Existing_Type>Skiff</Variant_Of_Existing_Type>
<Affiliation>Hutts</Affiliation>
<Land_Model_Name>NV_Pskiff.ALO</Land_Model_Name>
<Destruction_Survivors>Hutt_Soldier, 1.0</Destruction_Survivors>
<Tactical_Health>300</Tactical_Health>
</GroundVehicle>
<GroundCompany Name="Hutt_Swamp_Speeder_Team">
<Text_ID>TEXT_PIRATE_SWAMP_SPEEDER_TEAM</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_VEHICLE</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_SWAMP_SPEEDER</Encyclopedia_Text>
<Encyclopedia_Good_Against>Stormtrooper Rebel_Trooper Underworld_Merc</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>M1_Repulsor_Tank T2B_Tank Plex_Soldier</Encyclopedia_Vulnerable_To>
<Is_Dummy>Yes</Is_Dummy>
<Damage>18</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Affiliation>Hutts</Affiliation>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>tank</Ship_Class>
<Company_Transport_Unit>Kavadonia_Transport</Company_Transport_Unit>
<Company_Units>Hutt_Swamp_Speeder, Hutt_Swamp_Speeder, Hutt_Swamp_Speeder, Hutt_Swamp_Speeder</Company_Units>
<Icon_Name>i_button_swamp_speeder.tga</Icon_Name>
<Population_Value>1</Population_Value>
<Score_Cost_Credits>250</Score_Cost_Credits>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Cost_Credits>400</Build_Cost_Credits>
<Piracy_Value_Credits>35</Piracy_Value_Credits>
<Build_Time_Seconds>11</Build_Time_Seconds>
<IsBuildable>No</IsBuildable>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Special_Structures>H_Ground_Factory</Required_Special_Structures>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Build_Complete>
<SFXEvent_Fleet_Move>Unit_Move_Swamp_Speeder</SFXEvent_Fleet_Move>
<Population_Value>1</Population_Value>
</GroundCompany>
<GroundVehicle Name="Hutt_Swamp_Speeder">
<Variant_Of_Existing_Type>Swamp_Speeder</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Stormtrooper Rebel_Trooper Underworld_Merc</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>M1_Repulsor_Tank T2B_Tank Plex_Soldier</Encyclopedia_Vulnerable_To>
<Land_Model_Name>NV_SwampSpeeder_P.alo</Land_Model_Name>
<Icon_Name>i_button_swamp_speeder.tga</Icon_Name>
<Tactical_Health>240</Tactical_Health>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Affiliation>Hutts</Affiliation>
<Garrison_Category>Vehicle</Garrison_Category>
<Garrison_Value>2</Garrison_Value>
<Tactical_Bribe_Cost>80</Tactical_Bribe_Cost>
<Projectile_Types>Proj_Vehicle_AI_Laser_Violet</Projectile_Types>
<Vehicle_Thief_Inside_Clone>Hutt_Swamp_Speeder_Captured</Vehicle_Thief_Inside_Clone>
</GroundVehicle>
<GroundCompany Name="Hutt_Pod_Walker_Team">
<Text_ID>TEXT_UNIT_POD_WALKER_COMPANY</Text_ID>
<Encyclopedia_Good_Against>AT_PT_Walker T1C_Tank Destroyer_Droid</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>AT_TE_Walker Rebel_Anti_Vehicle_Turret Night_Sister</Encyclopedia_Vulnerable_To>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_PODWALKER</Encyclopedia_Text>
<Is_Dummy>Yes</Is_Dummy>
<Damage>24</Damage>
<Autoresolve_Health>240</Autoresolve_Health>
<Affiliation>Hutts</Affiliation>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>tank</Ship_Class>
<Build_Cost_Credits>420</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<IsBuildable>No</IsBuildable>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Special_Structures>H_Ground_Factory</Required_Special_Structures>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Build_Complete>
<SFXEvent_Fleet_Move>Unit_Move_Pod_Walker</SFXEvent_Fleet_Move>
<Company_Transport_Unit>Kavadonia_Transport</Company_Transport_Unit>
<Company_Units>Hutt_Pod_Walker, Hutt_Pod_Walker, Hutt_Pod_Walker</Company_Units>
<Icon_Name>i_button_pod_walker.tga</Icon_Name>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</GroundCompany>
<GroundVehicle Name="Hutt_Pod_Walker">
<Variant_Of_Existing_Type>Hutt_Modified_Pod_Walker</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_POD_WALKER</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_PODWALKER</Encyclopedia_Text>
<Tactical_Health>360</Tactical_Health>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Affiliation>Hutts</Affiliation>
<Projectile_Damage>20</Projectile_Damage>
<IsBuildable>No</IsBuildable>
<Behavior>SELECTABLE, POWERED</Behavior>
<LandBehavior>WALK_LOCOMOTOR, TARGETING, IDLE, WEAPON, POWERED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, SQUASH, HUNT, AFFECTED_BY_SHIELD, GARRISON_UNIT</LandBehavior>
</GroundVehicle>
<GenericHeroUnit Name="Hutt_Field_Commander">
<Variant_Of_Existing_Type>Generic_Field_Commander_Hutts</Variant_Of_Existing_Type>
<LandBehavior>LANDING, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
<Is_Squashable>Yes</Is_Squashable>
<Max_Speed>0.8</Max_Speed>
<Space_Layer>None</Space_Layer>
<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
<Max_Rate_Of_Turn>8.0</Max_Rate_Of_Turn>
<FormationRaggedness>0.2</FormationRaggedness>
<MaxJiggleDistance>2</MaxJiggleDistance>
<Create_Team>No</Create_Team>
<Select_Box_Scale>0</Select_Box_Scale>
</GenericHeroUnit>
<HeroCompany Name="Hutt_Field_Commander_Company">
<Text_ID>TEXT_UNIT_FIELD_COMMANDER_HUTT</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_FIELD_COMMANDER</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MINOR</Encyclopedia_Unit_Class>
<Icon_Name>i_button_hutt.tga</Icon_Name>
<GUI_Row>1</GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Affiliation>Hutts</Affiliation>
<Combat_Power_Value>0</Combat_Power_Value>
<Tech_Level>0</Tech_Level>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Company_Transport_Unit>Alliance_Shuttle</Company_Transport_Unit>
<Company_Units>Hutt_Field_Commander</Company_Units>
<Is_Homogeneous>No</Is_Homogeneous>
<Max_Squad_Size>1</Max_Squad_Size>
<IsBuildable>No</IsBuildable>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Is_Generic_Hero>Yes</Is_Generic_Hero>
<Create_Team_Type/>
<Population_Value>1</Population_Value>
<CategoryMask>LandHero</CategoryMask>
<Score_Cost_Credits>500</Score_Cost_Credits>
<SFXEvent_Build_Complete>GUI_R_Field_Commander_Complete</SFXEvent_Build_Complete>
<SFXEvent_Build_Started>RHD_Build_Commander</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Recruitment_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Field</SFXEvent_Fleet_Move>
</HeroCompany>
</Hutt_Faction_Units>

View File

@@ -0,0 +1,954 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Hutt_Dreadnaught">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Hutt_Dreadnaught</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Hutt_Dreadnaught,
GALYANA_CLASS_BLANK,
STAT_H_SPECTRE_SHIELD,
STAT_H_SPECTRE_HULL,
STAT_H_SPECTRE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Hutt_Dreadnaught,
GALYANA_CLASS_BLANK,
STAT_H_SPECTRE_COST,
STAT_H_SPECTRE_TIME,
STAT_H_SPECTRE_SHIELD,
STAT_H_SPECTRE_HULL,
STAT_H_SPECTRE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser Corellian_Corvette IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-Wing Star_Destroyer Calamari_Cruiser</Encyclopedia_Vulnerable_To>
<Space_Model_Name>HV_Dreadnaught.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_HUTT_DREAD.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>5</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.8</Scale_Factor>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>600</Shield_Points>
<Shield_Refresh_Rate>40</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate_Heavy</Armor_Type>
<Tactical_Health>2000</Tactical_Health>
<Autoresolve_Health>2400</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>2400</AI_Combat_Power>
<HardPoints>
Hutt_Dreadnaught_Right_Turbo,
Hutt_Dreadnaught_Left_Turbo,
Hutt_Dreadnaught_Right_Torpedo,
Hutt_Dreadnaught_Left_Torpedo,
Hutt_Dreadnaught_Right_Laser,
Hutt_Dreadnaught_Left_Laser,
Hutt_Dreadnaught_Center_Laser,
Hutt_Dreadnaught_Shield_Generator,
Hutt_Dreadnaught_Engines
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1100.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>2000</Build_Cost_Credits>
<Build_Time_Seconds>25</Build_Time_Seconds>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2400</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>ObjectScript_Spectre</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Spectre_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_UEAW_Dreadnaught</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>CLUSTER_BOMB</Type>
<Recharge_Seconds>45.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Hutt_Dreadnaught_Cluster_Bomb</GUI_Activated_Ability_Name>
<Effective_Radius>600.0</Effective_Radius>
<!-- <SFXEvent_GUI_Unit_Ability_Activated>Unit_Cluster_Bombs_MC30_Frigate</SFXEvent_GUI_Unit_Ability_Activated>-->
<Supports_Autofire>True</Supports_Autofire>
<Alternate_Name_Text>Galyana_Ability_Shockwave_Bomb</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Shockwave_Bomb_Text</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_SHIELD_FLARE.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Cluster_Bomb_Ability Name="Hutt_Dreadnaught_Cluster_Bomb">
<Activation_Style>User_Input</Activation_Style>
<Detonation_Time_In_Secs>1.0</Detonation_Time_In_Secs>
<Bomb_Type>Proj_Shockwave_Bomb</Bomb_Type>
<Number_Of_Bombs>1</Number_Of_Bombs>
<SFXEvent_Activate>Unit_MC30_Launch_Cluster_Bomb</SFXEvent_Activate>
</Cluster_Bomb_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Spectre_Death_Clone">
<Text_ID>Galyana_Unit_Hutt_Dreadnaught</Text_ID>
<Space_Model_Name>HV_DREADNAUGHT_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.8</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.4</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Hutts</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Illuminator_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Illuminator</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Illuminator,
GALYANA_CLASS_BLANK,
STAT_H_ARQUITENS_SHIELD,
STAT_H_ARQUITENS_HULL,
STAT_H_ARQUITENS_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Illuminator,
GALYANA_CLASS_BLANK,
STAT_H_ARQUITENS_COST,
STAT_H_ARQUITENS_TIME,
STAT_H_ARQUITENS_SHIELD,
STAT_H_ARQUITENS_HULL,
STAT_H_ARQUITENS_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft Corellian_Corvette</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Vengeance_Frigate B-Wing TIE_Bomber</Encyclopedia_Vulnerable_To>
<Space_Model_Name>HV_ARQUITENS.ALO</Space_Model_Name>
<Icon_Name>i_button_arquitens.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>5</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>900</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>900</Shield_Points>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>2800</Tactical_Health>
<Autoresolve_Health>2800</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>35</Damage>
<AI_Combat_Power>2400</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Hutt_Pirate_Fighter_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Hutt_Pirate_Fighter_Squadron, 0</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Illuminator_Beam_01,
HP_Illuminator_Beam_02,
HP_Illuminator_Beam_03,
HP_Illuminator_Beam_04,
HP_Illuminator_FlakBeam_01,
HP_Illuminator_Shields,
HP_Illuminator_Engines,
HP_Illuminator_Hangar
</HardPoints>
<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.3</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>2300</Build_Cost_Credits>
<Build_Time_Seconds>27.5</Build_Time_Seconds>
<Tech_Level>2</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1200</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2400</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>3</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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_PowerToShields</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Illuminator_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_Aquitens</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Arquitens</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tartan</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tartan</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Tartan</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tartan</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Tartan</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Tartan</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Tartan</SFXEvent_Move_Into_Nebula>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Tartan</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Shields_Tartan</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Tartan_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Tartan_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Tartan_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>DEFEND</Type>
<Recharge_Seconds>90</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>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Acclamator</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>2350</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Illuminator_Death_Clone">
<Text_ID>Galyana_Unit_Illuminator</Text_ID>
<Space_Model_Name>HV_ARQUITENS_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.5</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Hutts</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Death_Fade_Time>0.25</Death_Fade_Time>
</SpaceUnit>
<SpaceUnit Name="Kavadonian_Interceptor_Frigate"> <!-- Now Augmentor-class Beam Cruiser -->
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Augmentor</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Augmentor,
GALYANA_CLASS_BLANK,
STAT_H_AUGMENTOR_SHIELD,
STAT_H_AUGMENTOR_HULL,
STAT_H_AUGMENTOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Augmentor,
GALYANA_CLASS_BLANK,
STAT_H_AUGMENTOR_COST,
STAT_H_AUGMENTOR_TIME,
STAT_H_AUGMENTOR_SHIELD,
STAT_H_AUGMENTOR_HULL,
STAT_H_AUGMENTOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Empire_Defense_Satellite_Laser Empire_Defense_Satellite_Missile Rebel_Defense_Satellite_Torpedo</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Star_Destroyer MC30_Frigate Vengeance_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>SeV_technounion_frigate.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_KIF.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>5</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.8</Scale_Factor>
<Select_Box_Scale>625</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.7</Max_Speed>
<Max_Rate_Of_Turn>0.8</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.25</Max_Rate_Of_Roll>
<Bank_Turn_Angle>10</Bank_Turn_Angle>
<Max_Thrust>2.0</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>1200</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>3000</Tactical_Health>
<Autoresolve_Health>3000</Autoresolve_Health>
<Energy_Capacity>3500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>25</Damage>
<AI_Combat_Power>2400</AI_Combat_Power>
<HardPoints>
HP_KIF_F,
HP_KIF_ML,
HP_KIF_MR,
HP_KIF_RL,
HP_KIF_RR,
HP_KIF_Eng,
HP_KIF_Shield
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>2500</Build_Cost_Credits>
<Build_Time_Seconds>30</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>3</Required_Star_Base_Level>
<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.15</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, 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, KIF_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_Augmentor</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Augmentor</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Crusader</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Crusader</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Crusader</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Crusader</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TACTICAL_BRIBE</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>Augmentor_Tactical_Bribe</GUI_Activated_Ability_Name>
<SFXEvent_Target_Ability>Unit_Move_Crusader</SFXEvent_Target_Ability>
<Supports_Autofire>False</Supports_Autofire> <!-- Bribing while in hyperspace bugs locomotor -->
<Alternate_Name_Text>Galyana_Ability_Capture_Turret</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Capture_Turret</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_CAPTURE_SATELLITE.TGA</Alternate_Icon_Name>
</Unit_Ability>
<Unit_Ability>
<Type>HARMONIC_BOMB</Type>
<Recharge_Seconds>20.0</Recharge_Seconds>
<Bomb_Countdown_Seconds>0.1</Bomb_Countdown_Seconds> <!-- Lives just long enough to pulse structure heal once -->
<Spawned_Object_Type>Proj_Special_Instant_Heal_Blast</Spawned_Object_Type>
<SFXEvent_Target_Ability>Unit_Guard_Crusader</SFXEvent_Target_Ability>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Guard_Crusader</SFXEvent_GUI_Unit_Ability_Activated>
<Alternate_Name_Text>Galyana_Ability_Nanite_Burst</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Nanite_Burst</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Tactical_Bribe_Ability Name="Augmentor_Tactical_Bribe">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>0.0</Activation_Min_Range>
<Activation_Max_Range>700.0</Activation_Max_Range>
<Bribed_Effect>Bribed_Particle_Effect</Bribed_Effect>
<Bribed_Effect_Small>Bribed_Particle_Effect_Small_Hutts</Bribed_Effect_Small>
<Effect_Z_Offset>35.0</Effect_Z_Offset>
<SFXEvent_Success>GUI_Bribe_SFX</SFXEvent_Success>
<SFXEvent_Fail> </SFXEvent_Fail>
</Tactical_Bribe_Ability>
<Force_Healing_Ability Name="Augmentor_Self_Repair">
<Activation_Style>Space_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.05</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>1.5</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types>Kavadonian_Interceptor_Frigate</Applicable_Unit_Types>
<SFXEvent_Target_Affected/>
</Force_Healing_Ability>
</Abilities>
<Abilities SubObjectList="Yes"><!-- Fake Ability to show passive range -->
<Force_Healing_Ability Name="Augmentor_Ability_Range">
<Activation_Style>Space_Automatic</Activation_Style>
<Applicable_Unit_Types>Kavadonian_Interceptor_Frigate</Applicable_Unit_Types>
<Heal_Range>720.0</Heal_Range>
<Heal_Percent>0</Heal_Percent>
<!-- <Blob_Color>0, 128, 0, 128</Blob_Color>-->
<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Healing_Range_Indicator_Highlight</Heal_Range_Blob_Material>
</Force_Healing_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2600</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="KIF_Death_Clone">
<Text_ID>Galyana_Unit_Augmentor</Text_ID>
<Space_Model_Name>SeV_technounion_frigate_d.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.8</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Hutts</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Death_Fade_Time>0.25</Death_Fade_Time>
</SpaceUnit>
<SpaceUnit Name="Hutt_Pirate_Frigate">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_HERO_UNIT_FLEET_EMPIRE</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Hutt_Fleet_Commander,
GALYANA_CLASS_BLANK,
STAT_H_FLEETCOMMANDER_SHIELD,
STAT_H_FLEETCOMMANDER_HULL,
STAT_H_FLEETCOMMANDER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Hutt_Fleet_Commander,
GALYANA_CLASS_BLANK,
STAT_H_FLEETCOMMANDER_COST,
STAT_H_FLEETCOMMANDER_TIME,
STAT_H_FLEETCOMMANDER_SHIELD,
STAT_H_FLEETCOMMANDER_HULL,
STAT_H_FLEETCOMMANDER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MINOR</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Crusader_Gunship Tartan_Patrol_Cruiser</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Skipray_Blastboat Y-wing TIE_Bomber</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_pirate_frigate.ALO</Space_Model_Name>
<Icon_Name>i_button_Pirate_frigate_eaw.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>5</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.4</Scale_Factor>
<Select_Box_Scale>1000</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.5</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>55</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate_Heavy</Armor_Type>
<Tactical_Health>3200</Tactical_Health>
<Autoresolve_Health>3200</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>2400</AI_Combat_Power>
<HardPoints>
HP_Fleet_Comm_F,
HP_Fleet_Comm_BL,
HP_Fleet_Comm_BR
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>3000</Build_Cost_Credits>
<Build_Time_Seconds>35</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Piracy_Value_Credits>100</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>2</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, 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, Hutt_Fleet_Commander_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_Pirate_Frigate</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Pirate_Frigate</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Frigate</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Frigate</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Frigate</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Frigate</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Pirate_Frigate</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Pirate_Frigate</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Pirate_Frigate</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Pirate_Frigate</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Pirate_Frigate</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Pirate_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Pirate_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Pirate_Frigate</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FOW_REVEAL_PING</Type>
<Recharge_Seconds>60.0</Recharge_Seconds>
<Spawned_Object_Type>Proj_Special_Space_FOW_Reveal_Ping_Blast</Spawned_Object_Type>
<Effective_Radius>4500.0</Effective_Radius> <!--0.0 means no distance factor, unlimited to entire map-->
<Area_Effect_Decal_Distance>1000.0</Area_Effect_Decal_Distance>
<GUI_Activated_Ability_Name/>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<!-- <Enhance_Defense_Ability Name="Hutt_Fleet_Commander_Enhance_Defense"> Applies to all gameobjects
<Activation_Style>Space_Automatic</Activation_Style>
<Enhancement_Percentage>0.20</Enhancement_Percentage>
<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
<Stacking_Category>0</Stacking_Category>
<Unit_Strength_Category>SpaceHero | Capital | Corvette | Frigate | Fighter | Bomber | Transport</Unit_Strength_Category>
</Enhance_Defense_Ability>-->
<Combat_Bonus_Ability Name="Hutt_Fleet_Commander_Enhance_Defense">
<Activation_Style>Space_Automatic</Activation_Style>
<Unit_Strength_Category>Fighter | Bomber | Transport | Corvette | Frigate | Capital | SpaceHero</Unit_Strength_Category>
<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | SpaceHero</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<Excluded_Unit_Types>
Hutt_Asteroid_Base_1, Hutt_Asteroid_Base_2, Hutt_Asteroid_Base_3, Hutt_Asteroid_Base_4, Hutt_Asteroid_Base_5,
Skirmish_Hutt_Base_1, Skirmish_Hutt_Base_2, Skirmish_Hutt_Base_3, Skirmish_Hutt_Base_4, Skirmish_Hutt_Base_5,
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_Defense_Station, Hutt_Defense_Station_GC, Dummy_Barrage_Target
</Excluded_Unit_Types>
<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
<Defense_Bonus_Percentage>0.20</Defense_Bonus_Percentage>
<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
<Stacking_Category>1</Stacking_Category> <!-- We want this to stack with hero bonuses -->
</Combat_Bonus_Ability>
<Battlefield_Modifier_Ability Name="Hutt_Fleet_Commander_FOW_Increase">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Space_Automatic</Activation_Style>
<FOW_Reveal_Range_Multiplier>1.25</FOW_Reveal_Range_Multiplier>
<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
<Stacking_Category>0</Stacking_Category>
</Battlefield_Modifier_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>25</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Hutt_Fleet_Commander_Death_Clone">
<Text_ID>TEXT_HERO_UNIT_FLEET_EMPIRE</Text_ID>
<Space_Model_Name>NV_Pirate_frigate_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.4</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Hutts</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<GroundInfantry Name="Hutt_Soldier">
<Variant_Of_Existing_Type>Pirate_Soldier</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_HUTT_SOLDIER</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Hutt_Soldier,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_MERC_HULL,
STAT_H_MERC_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Hutt_Soldier,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_MERC_COST,
STAT_H_MERC_TIME,
STAT_H_MERC_HULL,
STAT_H_MERC_SPEED
</MP_Encyclopedia_Text>
<Land_Model_Name>NI_PirateSoldier.ALO</Land_Model_Name>
<Land_Terrain_Model_Mapping>
Temperate, NI_PirateSoldier.ALO,
Urban, NI_PirateSoldier_Volcanic.ALO,
Arctic, NI_PirateSoldier_Snow.ALO,
Volcanic, NI_PirateSoldier_Volcanic.ALO,
Desert, NI_PirateSoldier.ALO,
Forest, NI_PirateSoldier_Forest.ALO,
Swamp, NI_PirateSoldier_Forest.ALO
</Land_Terrain_Model_Mapping>
<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name>
<Icon_Name>i_button_pirate_soldier2.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Armor_Type>Armor_Infantry</Armor_Type>
<Tactical_Health>40</Tactical_Health>
<CategoryMask>Infantry | AntiInfantry</CategoryMask>
<AI_Combat_Power>7</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Blaster_Violet</Projectile_Types>
<Projectile_Damage>5.0</Projectile_Damage>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 6.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>135.0</Targeting_Max_Attack_Distance>
<Conversion_Ability_Changes_To_Enemy>Hutt_Soldier_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SPREAD_OUT</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.6f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Pirate_Soldier</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
</GroundInfantry>
<GroundInfantry Name="Hutt_Soldier_NonSquad">
<Variant_Of_Existing_Type>Hutt_Soldier</Variant_Of_Existing_Type>
<Select_Box_Scale>15</Select_Box_Scale>
<Create_Team>No</Create_Team>
<Garrison_Category>Infantry</Garrison_Category>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, WEAPON, TARGETING, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
</GroundInfantry>
<GroundInfantry Name="Hutt_Soldier_Converted_To_Enemy">
<Variant_Of_Existing_Type>Hutt_Soldier</Variant_Of_Existing_Type>
<SFXEvent_Select>Unit_Select_Pirate_Soldier</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Soldier</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Soldier</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Soldier</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Pirate_Soldier</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Pirate_Soldier</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_2_Death</Death_SFXEvent_Start_Die>
</GroundInfantry>
<GroundInfantry Name="Hutt_Elite_Soldier">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Hutt_Elite</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Hutt_Elite,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_PENGAUANI_HULL,
STAT_H_PENGAUANI_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Hutt_Elite,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_PENGAUANI_COST,
STAT_H_PENGAUANI_TIME,
STAT_H_PENGAUANI_HULL,
STAT_H_PENGAUANI_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Rebel_Rifle_Grenadier Noghri_Assassin Mandalorian_Warrior</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Rebel_Infiltrator Imperial_Sniper Destroyer_Droid</Encyclopedia_Vulnerable_To>
<Land_Model_Name>NI_PENGAUANI.ALO</Land_Model_Name> <!--EI_FieldCommander.alo-->
<!-- <Land_Model_Anim_Override_Name>EI_TROOPER.ALO</Land_Model_Anim_Override_Name>-->
<Icon_Name>i_button_pengauani.tga</Icon_Name> <!--i_button_EI_field_commander.tga-->
<Affiliation>Hutts</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Is_Squashable>Yes</Is_Squashable>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.2</OverrideDeceleration>
<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
<Walk_Animation_Speed>.366</Walk_Animation_Speed>
<Crouch_Animation_Speed>.537</Crouch_Animation_Speed>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<FormationSpacing>0.5</FormationSpacing>
<FormationRaggedness>0.0</FormationRaggedness>
<WaitsForFormationFormup>False</WaitsForFormationFormup>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry</Armor_Type>
<Tactical_Health>90</Tactical_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>4</Damage>
<AI_Combat_Power>15</AI_Combat_Power>
<!--Fire Rate Info in Projectiles_Land.xml-->
<Projectile_Types>Proj_Hutt_Elite_Merc_Heavy_Blaster, Proj_Hutt_Elite_Merc_Stun_Blaster</Projectile_Types>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 4.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 3.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>160.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>4.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>Yes</Create_Team>
<Deploys>No</Deploys>
<CategoryMask>Infantry | AntiInfantry</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Tactical_Bribe_Cost>50</Tactical_Bribe_Cost>
<Political_Control>0</Political_Control>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Death_Clone>Damage_Force_Whirlwind, Hutt_Elite_Soldier_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Hutt_Elite_Soldier_Force_Lightning_Death_Clone</Death_Clone>
<!-- <Death_Clone>Damage_Crush, Hutt_Elite_Soldier_Crush_Death_Clone</Death_Clone>-->
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Remote_Bomb, Hutt_Elite_Soldier_Remote_Bomb_Death_Clone</Death_Clone>
<Conversion_Ability_Changes_To_Enemy>Hutt_Elite_Soldier_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Soldier</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Soldier</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Soldier</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Soldier</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Soldier</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Pirate_Soldier</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Pirate_Soldier</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<!-- <Unit_Ability>
<Type>SPREAD_OUT</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.6f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Pirate_Soldier</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>-->
<Unit_Ability>
<Type>SWAP_WEAPONS</Type>
<Alternate_Name_Text>Galyana_Ability_Generic_Weapon_Swap</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Tooltip_Weapon_Swap_Stun</Alternate_Description_Text>
<GUI_Activated_Ability_Name>MAL_Swap_Weapon</GUI_Activated_Ability_Name>
<Must_Be_Bought_On_Black_Market>No</Must_Be_Bought_On_Black_Market>
</Unit_Ability>
</Unit_Abilities_Data>
</GroundInfantry>
<GroundInfantry Name="Hutt_Elite_Soldier_NonSquad">
<Variant_Of_Existing_Type>Hutt_Elite_Soldier</Variant_Of_Existing_Type>
<Select_Box_Scale>15</Select_Box_Scale>
<Create_Team>No</Create_Team>
<Garrison_Category>Infantry</Garrison_Category>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, WEAPON, TARGETING, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
</GroundInfantry>
<GroundInfantry Name="Hutt_Elite_Soldier_Converted_To_Enemy">
<Variant_Of_Existing_Type>Hutt_Elite_Soldier</Variant_Of_Existing_Type>
</GroundInfantry>
<GroundInfantry Name="Hutt_Elite_Soldier_Force_Whirlwind_Death_Clone">
<Variant_Of_Existing_Type>Hutt_Elite_Soldier</Variant_Of_Existing_Type>
<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index/>
<CategoryMask>None</CategoryMask>
</GroundInfantry>
<GroundInfantry Name="Hutt_Elite_Soldier_Force_Lightning_Death_Clone">
<Variant_Of_Existing_Type>Hutt_Elite_Soldier</Variant_Of_Existing_Type>
<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index/>
<CategoryMask>None</CategoryMask>
</GroundInfantry>
<!-- <GroundInfantry Name="Hutt_Elite_Soldier_Crush_Death_Clone">
<Variant_Of_Existing_Type>Hutt_Elite_Soldier</Variant_Of_Existing_Type>
<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
<Specific_Death_Anim_Index/>
</GroundInfantry>-->
<GroundInfantry Name="Hutt_Elite_Soldier_Remote_Bomb_Death_Clone">
<Variant_Of_Existing_Type>Hutt_Elite_Soldier</Variant_Of_Existing_Type>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Bomb_Death</Death_SFXEvent_Start_Die>
<CategoryMask>None</CategoryMask>
</GroundInfantry>
<GroundInfantry Name="Hutt_Sniper">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Sniper</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Sniper,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_SNIPER_SHIELD,
STAT_H_SNIPER_HULL,
STAT_H_SNIPER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Sniper,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_SNIPER_COST,
STAT_H_SNIPER_TIME,
STAT_H_SNIPER_SHIELD,
STAT_H_SNIPER_HULL,
STAT_H_SNIPER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_COMMANDO</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>T6A_Tank Darkside_Adepts Night_Sister</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Snowspeeder Dark_Trooper_PhaseII MagnaGuard</Encyclopedia_Vulnerable_To>
<Land_Model_Name>RI_Infiltrator.ALO</Land_Model_Name>
<Icon_Name>I_BUTTON_HUTT_SNIPER.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Is_Squashable>Yes</Is_Squashable>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>0.9</Max_Speed>
<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Rotation_Animation_Speed>8.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>3</FormationOrder>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Infantry</Shield_Armor_Type>
<Shield_Points>100</Shield_Points>
<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
<Armor_Type>Armor_Infantry</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Sensor_Range>30</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>200</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Rail_Driver</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 80.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>No</Create_Team>
<Deploys>No</Deploys>
<CategoryMask>Infantry | AntiInfantry | AntiVehicle</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Garrison_Category>Infantry</Garrison_Category>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Tactical_Bribe_Cost>250</Tactical_Bribe_Cost>
<Political_Control>0</Political_Control>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, POWERED, SHIELDED</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.333</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>1.0</Death_Persistence_Duration>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<Conversion_Ability_Changes_To_Enemy>Hutt_Sniper_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Rail_Driver_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rebel_Infiltrator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rebel_Infiltrator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Infiltrator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rebel_Infiltrator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Rebel_Infiltrator</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Infiltrator</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Infiltrator</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_3_Death</Death_SFXEvent_Start_Die>
</GroundInfantry>
<GroundInfantry Name="Hutt_Sniper_Converted_To_Enemy">
<Variant_Of_Existing_Type>Hutt_Sniper</Variant_Of_Existing_Type>
</GroundInfantry>
<GroundInfantry Name="Hutt_Plex_Soldier">
<Variant_Of_Existing_Type>Pirate_Plex</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_HUTT_SOLDIER_PLEX</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Hutt_Plex,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_PLEX_HULL,
STAT_H_PLEX_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Hutt_Plex,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_PLEX_COST,
STAT_H_PLEX_TIME,
STAT_H_PLEX_HULL,
STAT_H_PLEX_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Good_Against>AT_TE_Walker T3B_Tank MZ8_Pulse_Cannon_Tank</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Crawler Rebel_Rifle_Grenadier HAG</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_pirate_plex2.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Armor_Type>Armor_Infantry</Armor_Type>
<Tactical_Health>30</Tactical_Health>
<CategoryMask>Infantry | AntiVehicle | AntiAir</CategoryMask>
<AI_Combat_Power>25</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Plex_Missile</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 7.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 15.0</Targeting_Fire_Inaccuracy>
<Conversion_Ability_Changes_To_Enemy>Hutt_Plex_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
</GroundInfantry>
<GroundInfantry Name="Hutt_Plex_Converted_To_Enemy">
<Variant_Of_Existing_Type>Hutt_Plex_Soldier</Variant_Of_Existing_Type>
<SFXEvent_Select>Unit_Select_Pirate_Plex_Soldier</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Plex_Soldier</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Plex_Soldier</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Plex_Soldier</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Pirate_Plex_Soldier</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Pirate_Plex_Soldier</SFXEvent_Assist_Attack>
</GroundInfantry>
<GroundInfantry Name="Twilek_Commando">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_TWILEK_COMMANDO</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Twilek_Commando,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_TWILEK_HULL,
STAT_H_TWILEK_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Twilek_Commando,
TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
GALYANA_CLASS_BLANK,
STAT_H_TWILEK_COST,
STAT_H_TWILEK_TIME,
STAT_H_TWILEK_HULL,
STAT_H_TWILEK_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_COMMANDO</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Stormtrooper Underworld_Merc Rebel_Trooper</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Crawler Destroyer_Droid Empire_Anti_Infantry_Turret</Encyclopedia_Vulnerable_To>
<Land_Model_Name>NI_Twilek_F.ALO</Land_Model_Name>
<Icon_Name>i_button_Twilek.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<!-- GUI Info -->
<!-- Scale - Collision Info -->
<Mass>1.0</Mass>
<Size_Value>10</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Is_Squashable>Yes</Is_Squashable>
<!-- Movement Info -->
<Type>Walk</Type>
<MovementClass>Infantry</MovementClass>
<Max_Speed>1.0</Max_Speed>
<Max_Rate_Of_Turn>10</Max_Rate_Of_Turn>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<Rotation_Animation_Speed>12.0</Rotation_Animation_Speed>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<FormationSpacing>0.5</FormationSpacing>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<!-- Statistics Info -->
<Armor_Type>Armor_Infantry</Armor_Type>
<Tactical_Health>180</Tactical_Health>
<Sensor_Range>20</Sensor_Range>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>50</AI_Combat_Power>
<Projectile_Types>Proj_Infantry_Sniper_Violet</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.75</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 7.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 7.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>LandHero, 1.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Stealth_Capable>No</Stealth_Capable>
<CanCellStack>Yes</CanCellStack>
<Create_Team>Yes</Create_Team>
<Deploys>No</Deploys>
<CategoryMask>Infantry | AntiInfantry</CategoryMask>
<Space_Layer>Land</Space_Layer>
<Garrison_Category>Infantry</Garrison_Category>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Tactical_Bribe_Cost>100</Tactical_Bribe_Cost>
<Political_Control>0</Political_Control>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE</Behavior>
<LandBehavior>ABILITY_COUNTDOWN, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, GARRISON_UNIT</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Surface_Type_Cover_Damage_Shield>.25</Surface_Type_Cover_Damage_Shield>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Death_Clone>Damage_Force_Whirlwind, Twilek_Female_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Twilek_Female_Force_Lightning_Death_Clone</Death_Clone>
<Death_Clone>Damage_Crush, Twilek_Female_Crush_Death_Clone</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<Conversion_Ability_Changes_To_Enemy>Twilek_Commando_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Precision_Rifle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Twilek</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Twilek</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Move_Twilek</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Twilek</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Twilek</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Twilek</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Twilek</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_3_Death</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Name_Text>TEXT_TOOLTIP_TYBER_CLOAKING</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TYBER_CLOAKING_DESCRIPTION</Alternate_Description_Text>
<Recharge_Seconds>20.0</Recharge_Seconds>
<Expiration_Seconds>40.0</Expiration_Seconds>
<GUI_Activated_Ability_Name>Stealth_Twilek</GUI_Activated_Ability_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Guard_Twilek</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
<Unit_Ability>
<Type>SPRINT</Type>
<Expiration_Seconds>8.0</Expiration_Seconds>
<Recharge_Seconds>40.0</Recharge_Seconds>
<Mod_Multiplier>SPEED_MULTIPLIER, 2.0f</Mod_Multiplier>
<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER, 0.75f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Assist_Move_Twilek</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Stealth_Ability Name="Stealth_Twilek">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>64, 64, 255, 120</Stealth_Color>
<Stealth_Transition_Time>.6</Stealth_Transition_Time>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
</Stealth_Ability>
<!-- <Galactic_Stealth_Ability Name="Galactic_Stealth_Twilek">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>-->
<System_Spy_Ability Name="System_Spy_Twilek">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Duration_In_Secs>-1.0</Duration_In_Secs>
<See_Base_Levels>Yes</See_Base_Levels>
<See_Credit_Income>Yes</See_Credit_Income>
<See_Credit_Income_Breakdown>No</See_Credit_Income_Breakdown>
<See_Num_Fleets>Yes</See_Num_Fleets>
<See_Most_Powerful_Ship>No</See_Most_Powerful_Ship>
<See_Fleet_Contents>No</See_Fleet_Contents>
<See_Num_Ground_Companies>No</See_Num_Ground_Companies>
<See_Ground_Company_Contents>No</See_Ground_Company_Contents>
<See_Special_Structures>Yes</See_Special_Structures>
<See_Political_Control>Yes</See_Political_Control>
<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
<See_Current_Production>Yes</See_Current_Production>
<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
<See_Major_Stealth_Heroes>Yes</See_Major_Stealth_Heroes>
</System_Spy_Ability>
</Abilities>
</GroundInfantry>
<GroundInfantry Name="Twilek_Commando_Converted_To_Enemy">
<Variant_Of_Existing_Type>Twilek_Commando</Variant_Of_Existing_Type>
</GroundInfantry>
</Data>

View File

@@ -0,0 +1,561 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<Squadron Name="Hutt_VWing_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_VWING_SQUADRON</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltext_Hutt_VWing,
GALYANA_CLASS_BLANK,
STAT_H_VWING_SHIELD,
STAT_H_VWING_HULL,
STAT_H_VWING_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Hutt_VWing,
GALYANA_CLASS_BLANK,
STAT_H_VWING_COST,
STAT_H_VWING_TIME,
STAT_H_VWING_SHIELD,
STAT_H_VWING_HULL,
STAT_H_VWING_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Bomber Z-95_Headhunter_Rebel Skipray_Blastboat</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_v_wing.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>300</Build_Cost_Credits>
<Build_Time_Seconds>7</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_V_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>20</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Hutt_V-wing_Fighter, Hutt_V-wing_Fighter, Hutt_V-wing_Fighter, Hutt_V-wing_Fighter, Hutt_V-wing_Fighter, Hutt_V-wing_Fighter</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,0.0,0.0</Squadron_Offsets>
<Max_Squad_Size>6</Max_Squad_Size>
<Create_Team_Type>V_Wing_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>8</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Viper_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Viper_Squadron</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Viper,
GALYANA_CLASS_BLANK,
STAT_H_VIPER_SHIELD,
STAT_H_VIPER_HULL,
STAT_H_VIPER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Viper,
GALYANA_CLASS_BLANK,
STAT_H_VIPER_COST,
STAT_H_VIPER_TIME,
STAT_H_VIPER_SHIELD,
STAT_H_VIPER_HULL,
STAT_H_VIPER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>PROWLER-B TIE_INTERCEPTOR X-WING</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>CRUSADER_GUNSHIP TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE</Encyclopedia_Vulnerable_To>
<Icon_Name>I_BUTTON_VIPER.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>375</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Tech_Level>2</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Pirate_Fighter</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>25</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>600</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1200.0</Guard_Chase_Range>
<Idle_Chase_Range>300.0</Idle_Chase_Range>
<Attack_Move_Response_Range>450.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>600.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Viper, Viper, Viper, Viper</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-45.0,0.0,0.0</Squadron_Offsets>
<Max_Squad_Size>4</Max_Squad_Size>
<Create_Team_Type>Viper_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TURBO</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>250</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>9</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Hutt_Pirate_Fighter_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Rihkxyrk_Squadron</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltext_Pirate_Fighter,
GALYANA_CLASS_BLANK,
STAT_H_PIRATEFIGHTER_SHIELD,
STAT_H_PIRATEFIGHTER_HULL,
STAT_H_PIRATEFIGHTER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Pirate_Fighter,
GALYANA_CLASS_BLANK,
STAT_H_PIRATEFIGHTER_COST,
STAT_H_PIRATEFIGHTER_TIME,
STAT_H_PIRATEFIGHTER_SHIELD,
STAT_H_PIRATEFIGHTER_HULL,
STAT_H_PIRATEFIGHTER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Starviper_Fighter X-wing TIE_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>UEAW_TIE_Advanced Tartan_Patrol_Cruiser Corellian_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_black_sun_fighter.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>450</Build_Cost_Credits>
<Build_Time_Seconds>8</Build_Time_Seconds>
<Tech_Level>2</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Pirate_Fighter</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>25</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>550</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>300.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Pirate_Fighter_H, Pirate_Fighter_H, Pirate_Fighter_H, Pirate_Fighter_H, Pirate_Fighter_H</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Rihkxyrk_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LURE</Type>
<Alternate_Name_Text>Galyana_Ability_System_Boost</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_System_Boost_Text</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_ELECTRONIC_SCRAMBLE.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>350</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Mirage_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Mirage_Squadron</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Mirage,
GALYANA_CLASS_BLANK,
STAT_H_MIRAGEMK2_SHIELD,
STAT_H_MIRAGEMK2_HULL,
STAT_H_MIRAGEMK2_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Mirage,
GALYANA_CLASS_BLANK,
STAT_H_MIRAGEMK2_COST,
STAT_H_MIRAGEMK2_TIME,
STAT_H_MIRAGEMK2_SHIELD,
STAT_H_MIRAGEMK2_HULL,
STAT_H_MIRAGEMK2_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Interceptor X-wing Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_delta7.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>600</Build_Cost_Credits>
<Build_Time_Seconds>12</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Star_Viper</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>30</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>600</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Mirage_MK2, Mirage_MK2, Mirage_MK2, Mirage_MK2</Squadron_Units>
<Squadron_Offsets>50.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,25.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-25.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-50.0,0.0,0.0</Squadron_Offsets>
<Max_Squad_Size>4</Max_Squad_Size>
<Create_Team_Type>Mirage_Team</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<!-- <Unit_Ability>
<Type>BUZZ_DROIDS</Type>
</Unit_Ability>-->
<Unit_Ability>
<Type>SENSOR_JAMMING</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>425</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Z95_Headhunter_Hutts_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Z95_Bomber_Squadron</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltext_Z95_Bomber,
GALYANA_CLASS_BLANK,
STAT_H_Z100_SHIELD,
STAT_H_Z100_HULL,
STAT_H_Z100_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Z95_Bomber,
GALYANA_CLASS_BLANK,
STAT_H_Z100_COST,
STAT_H_Z100_TIME,
STAT_H_Z100_SHIELD,
STAT_H_Z100_HULL,
STAT_H_Z100_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Alliance_Assault_Frigate Victory_Destroyer Vengeance_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>X-Wing Tartan_Patrol_Cruiser Starviper_Fighter</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_z100_Bomber.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>HV_Z100.ALO</GUI_Model_Name>
<GUI_Distance>95</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>280</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_X_Wing</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>15</Damage>
<Autoresolve_Health>200</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>250</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Z-95_Headhunter_Hutts, Z-95_Headhunter_Hutts, Z-95_Headhunter_Hutts, Z-95_Headhunter_Hutts, Z-95_Headhunter_Hutts</Squadron_Units>
<Squadron_Offsets>40.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-40.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-40.0,-40.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Z100_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="Aqulamator_Bomber_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Aqulamator_Squad</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Aqulamator,
GALYANA_CLASS_BLANK,
STAT_H_KYNRAAQ_SHIELD,
STAT_H_KYNRAAQ_HULL,
STAT_H_KYNRAAQ_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Aqulamator,
GALYANA_CLASS_BLANK,
STAT_H_KYNRAAQ_COST,
STAT_H_KYNRAAQ_TIME,
STAT_H_KYNRAAQ_SHIELD,
STAT_H_KYNRAAQ_HULL,
STAT_H_KYNRAAQ_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Calamari_Cruiser Star_Destroyer Kedalbe_Battleship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Gunboat Tartan_Patrol_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Icon_Name>I_BUTTON_KYNRAAQ.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>750</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>4</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Pirate_Fighter</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>50</Damage>
<Autoresolve_Health>400</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>75</Piracy_Value_Credits>
<Score_Cost_Credits>900</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Aqulamator_Bomber, Aqulamator_Bomber, Aqulamator_Bomber</Squadron_Units>
<Squadron_Offsets>50.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-25.0,50.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-25.0,-50.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Aqulamator_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>LURE</Type>
<Alternate_Name_Text>Galyana_Ability_System_Boost</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_System_Boost_Text</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_ELECTRONIC_SCRAMBLE.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>600</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
</Data>

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<?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>

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@@ -0,0 +1,372 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<TransportUnit Name="TL1200_Transport">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_TL1200_Transport</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>HV_TL_1200.ALO</Space_Model_Name>
<Land_Model_Name>HV_TL_1200_LANDING.ALO</Land_Model_Name>
<Icon_Name>I_BUTTON_TL1200.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>125</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>80.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-40.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>30.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>TL1200_Transport_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>350</Tactical_Health>
<Autoresolve_Health>300</Autoresolve_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>50</Override_Bounty_SP>
<Override_Bounty_MP>50</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>-5.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Merchant_Freighter_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_UVT_Transport</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UVT_Transport</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UVT_Transport</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UVT_Transport</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="TL1200_Transport_Landing">
<Variant_Of_Existing_Type>TL1200_Transport</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>3.0</Scale_Factor>
<Land_Model_Name>Lander_Root.alo</Land_Model_Name>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<HardPoints>HP_SHIP_LANDING_03</HardPoints>
<Obstacle_Width>0</Obstacle_Width>
<Obstacle_Height>0</Obstacle_Height>
<Obstacle_X_Offset>-40.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Space_Layer>Land</Space_Layer>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
<TransportUnit Name="Kavadonia_Transport">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Barloz_Transport</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>NV_Shadowclaw.ALO</Space_Model_Name>
<Land_Model_Name>NV_Shadowclaw.ALO</Land_Model_Name>
<Icon_Name>I_button_shadowclaw.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>200</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>80.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-40.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>50.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Kavadonia_Transport_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>100</Shield_Points>
<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>300</Tactical_Health>
<Autoresolve_Health>300</Autoresolve_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>50</Override_Bounty_SP>
<Override_Bounty_MP>50</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>-5.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Merchant_Freighter_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_UVT_Transport</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UVT_Transport</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UVT_Transport</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UVT_Transport</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Kavadonia_Transport_Landing">
<Variant_Of_Existing_Type>Kavadonia_Transport</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>1.7</Scale_Factor>
<Land_Model_Name>Lander_Root.alo</Land_Model_Name>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<HardPoints>HP_SHIP_LANDING_00</HardPoints>
<Obstacle_Width>0</Obstacle_Width>
<Obstacle_Height>0</Obstacle_Height>
<Obstacle_X_Offset>-40.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Space_Layer>Land</Space_Layer>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
<TransportUnit Name="Merchant_Freighter"> <!-- Added for compatibility -->
<Variant_Of_Existing_Type>Kavadonia_Transport</Variant_Of_Existing_Type>
</TransportUnit>
<TransportUnit Name="Merchant_Freighter_Death_Clone">
<Text_ID>Galyana_Unit_Barloz_Transport</Text_ID>
<Space_Model_Name>NV_Shadowclaw_D.ALO</Space_Model_Name>
<xxxSpace_Model_Name>NV_Shadowclaw.ALO</xxxSpace_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.5</Scale_Factor>
<Layer_Z_Adjust>0.0</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>
<Ship_Class>corvette</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
<CategoryMask>None</CategoryMask>
</TransportUnit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Generic_Star_Destroyer">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_CLASS_ISD1</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_STAR_DESTROYER_CLASS_I,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_E_ISDI_SHIELD,
STAT_E_ISDI_HULL,
STAT_E_ISDI_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_STAR_DESTROYER_CLASS_I,
GALYANA_CLASS_BLANK,
STAT_E_ISDI_COST,
STAT_E_ISDI_TIME,
STAT_E_ISDI_SHIELD,
STAT_E_ISDI_HULL,
STAT_E_ISDI_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Interceptor4_Frigate Nebulon_B_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Skipray_Blastboat MC30_Frigate</Encyclopedia_Vulnerable_To>
<Moniker>Imperial_Capitals.txt</Moniker>
<Space_Model_Name>EV_StarDestroyer.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_ISD_CLASS_1.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>8</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
<GUI_Distance>2300</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>825</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.15</Max_Rate_Of_Roll>
<Bank_Turn_Angle>10</Bank_Turn_Angle>
<Max_Thrust>0.15</Max_Thrust>
<OverrideAcceleration>.03</OverrideAcceleration>
<OverrideDeceleration>.03</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2400</Shield_Points>
<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>7500</Tactical_Health>
<Autoresolve_Health>7500</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>80</Damage>
<AI_Combat_Power>7000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 8</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 8</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines,
HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship_empire.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</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 | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-330.0</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>5900</Build_Cost_Credits>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Tech_Level>99</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Planets>MonCalimari, MonCalimari_PM, Kuat, Fondor, Sullust, Hypori, Mandalore, The_Maw, Yaga_Minor</Required_Planets>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>4000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>48000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>25</Squadron_Capacity>
<!-- 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_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<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>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>4800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer">
<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
<Tech_Level>4</Tech_Level>
<HardPoints>
HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines,
HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
</HardPoints>
<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_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>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_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_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<GUI_Activated_Ability_Name>SD_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
<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="SD_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>1500</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>
</Abilities>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer_Death_Clone">
<Text_ID>UEAW_CLASS_ISD1</Text_ID>
<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Glory_Cinematics>CAM_SDestroyer_Glory01.tec</Glory_Cinematics>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer_Tractor_Fighters">
<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
<Max_Speed>1.4</Max_Speed><!--SoaFE: Reduced to vanilla values-->
<HardPoints>
HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines,
HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
</HardPoints>
<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_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.75f</Mod_Multiplier>
<GUI_Activated_Ability_Name>ISD_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
<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>False</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<!--We need to be able to tractor-beam fighters so we can tractor the Millennium Falcon-->
<Abilities SubObjectList="Yes">
<Tractor_Beam_Attack_Ability Name="ISD_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Fighter</Applicable_Unit_Categories>
<Applicable_Unit_Types>MILLENIUM_FALCON_BACKWARDS</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>2000</Activation_Max_Range>
<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
<Target_Speed_Decrease_Percent>0.83</Target_Speed_Decrease_Percent><!--SoaFE: For this mission, the falcon must be able to move with the star destroyer otherwise the mission will auto win (ISD out of tractor beam range)-->
<Stacking_Category>0</Stacking_Category>
</Tractor_Beam_Attack_Ability>
</Abilities>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer_E3">
<Variant_Of_Existing_Type>Star_Destroyer</Variant_Of_Existing_Type>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Tech_Level>99</Tech_Level>
<Shield_Points>1000</Shield_Points>
<Tactical_Health>2000</Tactical_Health>
<!--Set to spawn all units once and then not continue - no reserves-->
<!--<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron_E3, 3</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron_E3, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>-->
</SpaceUnit>
<SpaceUnit Name="UEAW_CLASS2_ISD_GENERIC">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_CLASS_ISD2</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_STAR_DESTROYER_CLASS_II,
GALYANA_CLASS_BLANK,
UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS,
GALYANA_CLASS_BLANK,
STAT_E_ISDII_SHIELD,
STAT_E_ISDII_HULL,
STAT_E_ISDII_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_STAR_DESTROYER_CLASS_II,
GALYANA_CLASS_BLANK,
STAT_E_ISDII_COST,
STAT_E_ISDII_TIME,
STAT_E_ISDII_SHIELD,
STAT_E_ISDII_HULL,
STAT_E_ISDII_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Nebulon_B2_Frigate Pelleaon_Star_Destroyer Executor_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Aqulamator_Bomber Skipray_Blastboat MC30_Frigate</Encyclopedia_Vulnerable_To>
<Moniker>Imperial_Capitals.txt</Moniker>
<Space_Model_Name>EV_StarDestroyer_2.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_ISD_CLASS_2.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>8</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
<GUI_Distance>2300</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>800</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.12</Max_Rate_Of_Roll>
<Bank_Turn_Angle>8</Bank_Turn_Angle>
<Max_Thrust>0.12</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>2400</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital</Armor_Type>
<Tactical_Health>8000</Tactical_Health>
<Autoresolve_Health>8000</Autoresolve_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>90</Damage>
<AI_Combat_Power>7500</AI_Combat_Power>
<HardPoints>
UEAW_HP_Star_Destroyer_ClassII_Weapon_FL, UEAW_HP_Star_Destroyer_ClassII_Weapon_FR,
UEAW_HP_Star_Destroyer_ClassII_Weapon_BL, UEAW_HP_Star_Destroyer_ClassII_Weapon_BR,
UEAW_HP_Star_Destroyer_ClassII_Weapon_ML, UEAW_HP_Star_Destroyer_ClassII_Weapon_MR,
UEAW_HP_Star_Destroyer_ClassII_Weapon_C,
UEAW_HP_Star_Destroyer_ClassII_Shield_Generator, UEAW_HP_Star_Destroyer_ClassII_Engines,
UEAW_HP_Star_Destroyer_ClassII_Tractor_Beam, UEAW_HP_Star_Destroyer_ClassII_Fighter_Bay
</HardPoints>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship_empire.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</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 | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-330.0</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>6750</Build_Cost_Credits>
<Build_Time_Seconds>100</Build_Time_Seconds>
<Tech_Level>99</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>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>4200</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>48000</Score_Cost_Credits>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>25</Squadron_Capacity>
<!-- 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_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<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>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>5500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>40</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer_Class_II">
<Variant_Of_Existing_Type>UEAW_CLASS2_ISD_GENERIC</Variant_Of_Existing_Type>
<Tech_Level>5</Tech_Level>
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 12</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<HardPoints>
UEAW_HP_Star_Destroyer_ClassII_Weapon_FL, UEAW_HP_Star_Destroyer_ClassII_Weapon_FR,
UEAW_HP_Star_Destroyer_ClassII_Weapon_BL, UEAW_HP_Star_Destroyer_ClassII_Weapon_BR,
UEAW_HP_Star_Destroyer_ClassII_Weapon_ML, UEAW_HP_Star_Destroyer_ClassII_Weapon_MR,
UEAW_HP_Star_Destroyer_ClassII_Weapon_C,
UEAW_HP_Star_Destroyer_ClassII_Shield_Generator, UEAW_HP_Star_Destroyer_ClassII_Engines,
UEAW_HP_Star_Destroyer_ClassII_Tractor_Beam, UEAW_HP_Star_Destroyer_ClassII_Fighter_Bay
</HardPoints>
<Death_Clone>Damage_Normal, Star_Destroyer_2_Death_Clone</Death_Clone>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_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>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_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_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<GUI_Activated_Ability_Name>ISD2_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
<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="ISD2_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>1500</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>
</Abilities>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer_2_Death_Clone">
<Text_ID>UEAW_CLASS_ISD2</Text_ID>
<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="ISD_Class_3_Generic">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_ISD3</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_ISD3,
GALYANA_CLASS_BLANK,
Galyana_Tooltip_Req_Planets_ISD3,
GALYANA_CLASS_BLANK,
STAT_E_ISDIII_SHIELD,
STAT_E_ISDIII_HULL,
STAT_E_ISDIII_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_ISD3,
GALYANA_CLASS_BLANK,
STAT_E_ISDIII_COST,
STAT_E_ISDIII_TIME,
STAT_E_ISDIII_SHIELD,
STAT_E_ISDIII_HULL,
STAT_E_ISDIII_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Alliance_Assault_Frigate Vengeance_Frigate Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Aqulamator_Bomber Skipray_Blastboat MC30_Frigate</Encyclopedia_Vulnerable_To>
<Moniker>Imperial_Capitals.txt</Moniker>
<Space_Model_Name>EV_StarDestroyer_MKI.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_ISD_CLASS_3.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>12</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bounds_Scale>0.15</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>360</Size_Value>
<Scale_Factor>3.0</Scale_Factor>
<Select_Box_Scale>450</Select_Box_Scale>
<Select_Box_Z_Adjust>-60</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.6</Max_Speed>
<Max_Rate_Of_Turn>0.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.09</Max_Rate_Of_Roll>
<Bank_Turn_Angle>6</Bank_Turn_Angle>
<Max_Thrust>0.1</Max_Thrust>
<OverrideAcceleration>.02</OverrideAcceleration>
<OverrideDeceleration>.02</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.6</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Shield_Points>4000</Shield_Points>
<Shield_Refresh_Rate>125</Shield_Refresh_Rate>
<Armor_Type>Armor_Capital_Heavy</Armor_Type>
<Tactical_Health>15000</Tactical_Health>
<Autoresolve_Health>15000</Autoresolve_Health>
<Energy_Capacity>25000</Energy_Capacity>
<Energy_Refresh_Rate>1000</Energy_Refresh_Rate>
<Override_Bounty_SP>600</Override_Bounty_SP>
<Override_Bounty_MP>600</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>150</Damage>
<AI_Combat_Power>15000</AI_Combat_Power>
<HardPoints>
ISD3_TractorBeam, ISD3_Hangar, ISD3_Engines, ISD3_Shields,
ISD3_Torp_01,
ISD3_Ion_L01, ISD3_Ion_L02, ISD3_Ion_R01, ISD3_Ion_R02,
ISD3_Laser_01, ISD3_Laser_02, ISD3_Laser_03, ISD3_Laser_04, ISD3_Laser_05, ISD3_Laser_06,
ISD3_Turbolaser_01, ISD3_Turbolaser_02, ISD3_Turbolaser_03, ISD3_Turbolaser_04, ISD3_Turbolaser_05, ISD3_Turbolaser_06, ISD3_Turbolaser_07
</HardPoints>
<Space_FOW_Reveal_Range>2000.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Capital</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_capital_ship_empire.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.1 0.1</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 | AntiFrigate</CategoryMask>
<Ranking_In_Category>5</Ranking_In_Category>
<Ship_Class>Capital</Ship_Class>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-370.0</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>10000</Build_Cost_Credits>
<Build_Time_Seconds>130</Build_Time_Seconds>
<Tech_Level>99</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>Kuat, The_Maw, Yaga_Minor</Required_Planets>
<Piracy_Value_Credits>400</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>7500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>60000</Score_Cost_Credits>
<Maintenance_Cost>0.4</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>35</Squadron_Capacity>
<!-- 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_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_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>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_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_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</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>power_to_weapons</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.6f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.6f</Mod_Multiplier> <!-- was -4.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.6f</Mod_Multiplier>
<Recharge_Seconds>80</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
<Unit_Ability>
<Type>TRACTOR_BEAM</Type>
<GUI_Activated_Ability_Name>ISD3_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
<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="ISD3_Tractor_Beam_Attack_Ability">
<Activation_Style>User_Input</Activation_Style>
<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range>
<Activation_Max_Range>2000</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>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>9000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>60</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer_Class_III">
<Variant_Of_Existing_Type>ISD_Class_3_Generic</Variant_Of_Existing_Type>
<Tech_Level>5</Tech_Level>
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 16</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 8</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<HardPoints>
ISD3_TractorBeam, ISD3_Hangar, ISD3_Engines, ISD3_Shields,
ISD3_Torp_01,
ISD3_Ion_L01, ISD3_Ion_L02, ISD3_Ion_R01, ISD3_Ion_R02,
ISD3_Laser_01, ISD3_Laser_02, ISD3_Laser_03, ISD3_Laser_04, ISD3_Laser_05, ISD3_Laser_06,
ISD3_Turbolaser_01, ISD3_Turbolaser_02, ISD3_Turbolaser_03, ISD3_Turbolaser_04, ISD3_Turbolaser_05, ISD3_Turbolaser_06, ISD3_Turbolaser_07
</HardPoints>
<Death_Clone>Damage_Normal, Star_Destroyer_3_Death_Clone</Death_Clone>
</SpaceUnit>
<SpaceUnit Name="Star_Destroyer_3_Death_Clone">
<Text_ID>Galyana_Unit_ISD3</Text_ID>
<Space_Model_Name>EV_StarDestroyer_MKI_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>3.0</Scale_Factor>
<Layer_Z_Adjust>-370.0</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>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,456 @@
<?xml version="1.0"?>
<Data>
<SpaceUnit Name="Tartan_Patrol_Cruiser"> <!--Changed from Carrack-Class Cruiser-->
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_TARTAN_CRUISER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TARTAN,
GALYANA_CLASS_BLANK,
STAT_E_TARTAN_SHIELD,
STAT_E_TARTAN_HULL,
STAT_E_TARTAN_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TARTAN,
GALYANA_CLASS_BLANK,
STAT_E_TARTAN_COST,
STAT_E_TARTAN_TIME,
STAT_E_TARTAN_SHIELD,
STAT_E_TARTAN_HULL,
STAT_E_TARTAN_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing Y-wing Starviper_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Vengeance_Frigate Illuminator_Frigate Nebulon_B_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_TartanCruiser.ALO</Space_Model_Name>
<Icon_Name>i_button_carrack_cruiser.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_TartanCruiser.ALO</GUI_Model_Name>
<GUI_Distance>900</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.56</Scale_Factor>
<Select_Box_Scale>370</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.5</Max_Speed>
<Max_Rate_Of_Turn>1.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.065</OverrideAcceleration>
<OverrideDeceleration>.065</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>800</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>500</Tactical_Health>
<Autoresolve_Health>900</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>150</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>1300</AI_Combat_Power>
<HardPoints>
HP_Tartan_Cruiser_00,
HP_Tartan_Cruiser_01,
HP_Tartan_Cruiser_02,
HP_Tartan_Cruiser_03,
HP_Tartan_Cruiser_04
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>850.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</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>1250</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>625</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>1300</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Death_Clone>Damage_Normal, Tartan_Patrol_Cruiser_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tartan</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Tartan</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tartan</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tartan</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Tartan</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tartan</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Tartan</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Tartan</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Tartan</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Tartan</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Tartan_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Tartan_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Tartan_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -10.0</Mod_Multiplier> <!-- -25.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.2f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>8</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Tartan</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>1400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Tartan_Patrol_Cruiser_Easy">
<Variant_Of_Existing_Type>Tartan_Patrol_Cruiser</Variant_Of_Existing_Type>
<Tech_Level>99</Tech_Level>
<Tactical_Health>150</Tactical_Health>
<Shield_Points>35</Shield_Points>
</SpaceUnit>
<SpaceUnit Name="Tartan_Patrol_Cruiser_Death_Clone">
<Text_ID>TEXT_UNIT_TARTAN_CRUISER</Text_ID>
<Space_Model_Name>EV_tartancruiser_d.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.56</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Empire</Affiliation>
<Ship_Class>Corvette</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Broadside_Class_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_BROADSIDE_CRUISER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_BROADSIDE,
GALYANA_CLASS_BLANK,
STAT_E_BROADSIDE_SHIELD,
STAT_E_BROADSIDE_HULL,
STAT_E_BROADSIDE_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_BROADSIDE,
GALYANA_CLASS_BLANK,
STAT_E_BROADSIDE_COST,
STAT_E_BROADSIDE_TIME,
STAT_E_BROADSIDE_SHIELD,
STAT_E_BROADSIDE_HULL,
STAT_E_BROADSIDE_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Rebel_Star_Base_1 X-wing Skipray_Blastboat</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Vengeance_Frigate Alliance_Assault_Frigate Corellian_Gunboat</Encyclopedia_Vulnerable_To>
<Space_Model_Name>ev_missile_ship.ALO</Space_Model_Name>
<Icon_Name>i_button_broadside.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>3</Population_Value>
<No_Colorization_Color>80, 129, 218, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.8</Max_Speed>
<Max_Rate_Of_Turn>1.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.06</OverrideAcceleration>
<OverrideDeceleration>.06</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>300</Shield_Points>
<Shield_Refresh_Rate>12</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>650</Tactical_Health>
<Autoresolve_Health>700</Autoresolve_Health>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>150</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Diamond_Boron_Missile</Projectile_Types>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>7.0</Projectile_Fire_Recharge_Seconds>
<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Targeting_Fire_Inaccuracy>Fighter, 120.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 120.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 100.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 120.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 100.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 60.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 80.0</Targeting_Fire_Inaccuracy>
<!-- <Targeting_Fire_Inaccuracy_Fixed_Radius>100</Targeting_Fire_Inaccuracy_Fixed_Radius>-->
<!-- <HardPoints>
HP_Broadside_Cruiser_00,
HP_Broadside_Cruiser_01
</HardPoints>-->
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>3000.0</Targeting_Max_Attack_Distance>
<Targeting_Min_Attack_Distance>200.0</Targeting_Min_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>SpaceArtillery</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Corvette | AntiFrigate | AntiCapital</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</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>1800</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>2</Tech_Level>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>900</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>1500</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Death_Clone>Damage_Normal, Broadside_Class_Cruiser_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Broadside_Cruiser</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Boron_Missile_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Broadside_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Broadside_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Broadside_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Broadside_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Broadside_Cruiser</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Broadside_Cruiser</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_With_Non_Hero_Ability>Unit_Barrage_Broadside_Cruiser</SFXEvent_Attack_With_Non_Hero_Ability>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Engine_Idle_Loop>Unit_ATAT_Barge_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_ATAT_Barge_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_ATAT_Barge_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>25</Expiration_Seconds>
<!-- <Disable_Movement>Yes</Disable_Movement>-->
<Mod_Multiplier>SPEED_MULTIPLIER, 0.2f</Mod_Multiplier>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.3f</Mod_Multiplier>
<Projectile_Types_Override>Proj_Ship_Diamond_Boron_Missile_Barrage</Projectile_Types_Override>
<Targeting_Max_Attack_Distance>3500.0</Targeting_Max_Attack_Distance>
<Targeting_Fire_Inaccuracy_Fixed_Radius_Override>300.0</Targeting_Fire_Inaccuracy_Fixed_Radius_Override>
<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_NAME</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_DESCRIPTION</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_BARRAGE_AREA.TGA</Alternate_Icon_Name>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Broadside_Cruiser</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
</Unit_Abilities_Data>
<!--GUEAW recoded `BARRAGE` ability. Now uses Hardpoints to make fire inaccuracies work.-->
<!-- <Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ROCKET_ATTACK</Type>
<Expiration_Seconds>10.0</Expiration_Seconds>
<Recharge_Seconds>40.0</Recharge_Seconds>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.001f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Broadside_Cruiser</SFXEvent_GUI_Unit_Ability_Activated>
<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_NAME</Alternate_Name_Text>
<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_BARRAGE_DESCRIPTION</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_BARRAGE_AREA.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>-->
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Broadside_Class_Cruiser_Death_Clone">
<Text_ID>TEXT_UNIT_BROADSIDE_CRUISER</Text_ID>
<Space_Model_Name>EV_missile_ship_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-330.0</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>Empire</Affiliation>
<Ship_Class>Corvette</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,969 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Interdictor_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_INTERDICTOR_CRUISER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_INTERDICTOR,
GALYANA_CLASS_BLANK,
STAT_E_INTERDICTOR_SHIELD,
STAT_E_INTERDICTOR_HULL,
STAT_E_INTERDICTOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_INTERDICTOR,
GALYANA_CLASS_BLANK,
STAT_E_INTERDICTOR_COST,
STAT_E_INTERDICTOR_TIME,
STAT_E_INTERDICTOR_SHIELD,
STAT_E_INTERDICTOR_HULL,
STAT_E_INTERDICTOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Marauder_Missile_Cruiser Interceptor4_Frigate, Providence_SA</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Y-wing Skipray_Blastboat</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_Interdictor.ALO</Space_Model_Name>
<Icon_Name>i_button_interdictor_cruiser.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>6</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_Interdictor.alo</GUI_Model_Name>
<GUI_Distance>900</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value> <!-- SoaFE: was 120 -->
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>425</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>70</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>1200</Tactical_Health>
<Autoresolve_Health>800</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<HardPoints>
HP_Interdictor_Weapon_01,
HP_Interdictor_Weapon_02,
HP_Interdictor_Weapon_03,
HP_Interdictor_Weapon_04,
HP_Interdictor_GravWell_01,
HP_Interdictor_Shields_01,
HP_Interdictor_Engines_01
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>900.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-130.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Is_Interdictor>Yes</Is_Interdictor>
<Disallows_Hyperspace_Retreat>No</Disallows_Hyperspace_Retreat> <!--gravity_well ability will take care of this-->
<Reinforcement_Prevention_Radius>2000</Reinforcement_Prevention_Radius>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>3000</Build_Cost_Credits>
<Build_Time_Seconds>50</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>4</Required_Star_Base_Level>
<Piracy_Value_Credits>100</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>4000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>Interdictor</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Interdictor_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Interdictor</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Interdictor</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Interdictor</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interdictor</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Interdictor</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Interdictor</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Interdictor</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Interdictor</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Interdictor</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interdictor</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_GRAVITY_WELL, Unit_Lost_Grav_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Interdictor_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Interdictor_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Interdictor_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>INTERDICT</Type>
<Disable_Movement>Yes</Disable_Movement>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Interdictor_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
<Unit_Ability>
<Type>MISSILE_SHIELD</Type>
<Disable_Movement>Yes</Disable_Movement>
<Effective_Radius>750</Effective_Radius>
<Recharge_Seconds>0</Recharge_Seconds>
<Expiration_Seconds>0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Missile_Field_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
<Supports_Autofire>True</Supports_Autofire>
<Alternate_Icon_Name>i_sa_missile_jamming.tga</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes"><!-- Fake Ability to show passive range -->
<Force_Healing_Ability Name="E_Interdictor_GravWell_Range">
<Activation_Style>Space_Automatic</Activation_Style>
<Applicable_Unit_Types>Interdictor_Cruiser</Applicable_Unit_Types>
<Heal_Range>2000.0</Heal_Range>
<Heal_Percent>0</Heal_Percent>
<!-- <Blob_Color>0, 127, 255, 255</Blob_Color>-->
<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Interdictor_Range_Indicator_Highlight</Heal_Range_Blob_Material>
</Force_Healing_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Interdictor_Death_Clone">
<Text_ID>TEXT_UNIT_INTERDICTOR_CRUISER</Text_ID>
<Space_Model_Name>EV_Interdictor_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-130.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>frigate</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Vinterdictor_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Vinterdictor</Text_ID>
<Encyclopedia_Text>Galyana_Tooltext_Vinterdictor</Encyclopedia_Text>
<Encyclopedia_Text>
Galyana_Tooltext_Vinterdictor,
GALYANA_CLASS_BLANK,
STAT_E_VINDICATOR_SHIELD,
STAT_E_VINDICATOR_HULL,
STAT_E_VINDICATOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Vinterdictor,
GALYANA_CLASS_BLANK,
STAT_E_VINDICATOR_COST,
STAT_E_VINDICATOR_TIME,
STAT_E_VINDICATOR_SHIELD,
STAT_E_VINDICATOR_HULL,
STAT_E_VINDICATOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Interceptor4_Frigate Nebulon_B_Frigate Hutt_Dreadnaught</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Centurion_Destroyer Skipray_Blastboat</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_VINDICATOR.ALO</Space_Model_Name>
<Icon_Name>i_button_vindicator.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>6</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_VINDICATOR.alo</GUI_Model_Name>
<GUI_Distance>900</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>425</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1200</Shield_Points>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>2500</Tactical_Health>
<Autoresolve_Health>3200</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>50</Damage>
<AI_Combat_Power>4000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Vindy_Shields, HP_Vindy_Engines,
HP_Vindy_Weapon_01, HP_Vindy_Weapon_02, HP_Vindy_Weapon_03, HP_Vindy_Weapon_04,
HP_Vindy_Weapon_05, HP_Vindy_Weapon_06, HP_Vindy_Weapon_07, HP_Vindy_Weapon_08,
HP_Vindy_Hangar
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-130.0</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>3400</Build_Cost_Credits>
<Build_Time_Seconds>40</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2500</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>4</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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, Vinterdictor_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Interdictor</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Interdictor</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Interdictor</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interdictor</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Interdictor</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Interdictor</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Interdictor</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Interdictor</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Interdictor</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interdictor</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Interdictor_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Interdictor_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Interdictor_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>power_to_weapons</Type>
<Expiration_Seconds>15</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.2f</Mod_Multiplier> <!-- -3.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.4f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Vinterdictor_Death_Clone">
<Text_ID>Galyana_Unit_Vinterdictor</Text_ID>
<Space_Model_Name>EV_VINDICATOR_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-130.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Victory_Destroyer_No_Fighters">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_VICTORY_DESTROYER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_VICTORY,
GALYANA_CLASS_BLANK,
STAT_E_VICTORY_SHIELD,
STAT_E_VICTORY_HULL,
STAT_E_VICTORY_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_VICTORY,
GALYANA_CLASS_BLANK,
STAT_E_VICTORY_COST,
STAT_E_VICTORY_TIME,
STAT_E_VICTORY_SHIELD,
STAT_E_VICTORY_HULL,
STAT_E_VICTORY_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat Crusader_Gunship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Skipray_Blastboat Calamari_Cruiser</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_VictoryStarDestroyer.ALO</Space_Model_Name>
<Icon_Name>i_button_victory_class.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>6</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_VictoryStarDestroyer.alo</GUI_Model_Name>
<GUI_Distance>1100</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>350</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.6</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>8</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.03</OverrideAcceleration>
<OverrideDeceleration>.03</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>900</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>3600</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>45</Damage>
<AI_Combat_Power>4000</AI_Combat_Power>
<HardPoints>
HP_Victory_Weapon_01,
HP_Victory_Weapon_02,
HP_Victory_Weapon_03,
HP_Victory_Weapon_04,
HP_Victory_Shields_01,
HP_Victory_Engines_01,
HP_Victory_Fighter_Bay
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-150.0</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>3800</Build_Cost_Credits>
<Build_Time_Seconds>50</Build_Time_Seconds>
<Tech_Level>99</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2500</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>8</Squadron_Capacity>
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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, Victory_Destroyer_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Victory_Destroyer</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Victory_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Victory_Destroyer</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Victory_Destroyer</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Victory_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Victory_Destroyer</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Victory_Destroyer</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Victory_Destroyer</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Victory_Destroyer</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Victory_Destroyer</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Victory_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Victory_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Victory_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Victory_Destroyer_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.2f</Mod_Multiplier> <!-- -3.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Victory_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>28</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Victory_Destroyer_Death_Clone">
<Text_ID>TEXT_UNIT_VICTORY_DESTROYER</Text_ID>
<Space_Model_Name>EV_VictoryStarDestroyer_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-150.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Victory_Destroyer">
<Variant_Of_Existing_Type>Victory_Destroyer_No_Fighters</Variant_Of_Existing_Type>
<Tech_Level>2</Tech_Level>
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_0>
</SpaceUnit>
<SpaceUnit Name="Escort_Carrier">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Escort_Carrier</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Escort_Carrier,
GALYANA_CLASS_BLANK,
STAT_E_ESCORTCARRIER_SHIELD,
STAT_E_ESCORTCARRIER_HULL,
STAT_E_ESCORTCARRIER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Escort_Carrier,
GALYANA_CLASS_BLANK,
STAT_E_ESCORTCARRIER_COST,
STAT_E_ESCORTCARRIER_TIME,
STAT_E_ESCORTCARRIER_SHIELD,
STAT_E_ESCORTCARRIER_HULL,
STAT_E_ESCORTCARRIER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_DREADNAUGHT_CARRIER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Calamari_Cruiser Alliance_Assault_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_EscortCarrier.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_ESCORT_CARRIER.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>7</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</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>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.4</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>35</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser_Heavy</Armor_Type>
<Tactical_Health>4000</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>2500</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>UEAW_Tie_Droid_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>7</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_Tie_Droid_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 15</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 15</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Escort_Carrier_Fighter_Bay,
HP_Escort_Carrier_Engines,
HP_Escort_Carrier_Shields,
HP_Escort_Carrier_C,
HP_Escort_Carrier_RF,
HP_Escort_Carrier_RR,
HP_Escort_Carrier_LF,
HP_Escort_Carrier_LR
</HardPoints>
<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>4200</Build_Cost_Credits>
<Build_Time_Seconds>45</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1600</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>5000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>77</Squadron_Capacity>
<Transport_Capacity>20</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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, Escort_Carrier_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught2</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught2</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught2</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught2</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught2</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught2</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught2</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught2</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught2</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>MISSILE_SHIELD</Type>
<Disable_Movement>Yes</Disable_Movement>
<Effective_Radius>0</Effective_Radius>
<Recharge_Seconds>0</Recharge_Seconds>
<Expiration_Seconds>0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stop_UEAW_Dreadnaught2</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
<Alternate_Name_Text>Galyana_Ability_Stop</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Stop</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_INTERDICT.TGA</Alternate_Icon_Name>
</Unit_Ability>
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.4f</Mod_Multiplier> <!-- was 0.5 -->
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.6f</Mod_Multiplier> <!-- was -3.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_UEAW_Dreadnaught2</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Escort_Carrier_Healing">
<Activation_Style>Space_Automatic</Activation_Style>
<Heal_Range>800.0</Heal_Range>
<Heal_Amount>5.0</Heal_Amount>
<Heal_Percent>0.03</Heal_Percent>
<!-- <Blob_Color>0, 255, 0, 255</Blob_Color>-->
<Heal_Interval_In_Secs>3</Heal_Interval_In_Secs>
<Single_Target_Heal>No</Single_Target_Heal>
<Heal_Range_Blob_Material>Healing_Range_Indicator_Highlight</Heal_Range_Blob_Material>
<!--We can heal the following unit types:-->
<Applicable_Unit_Categories>Fighter, Bomber</Applicable_Unit_Categories>
<Applicable_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>SPAWN_00</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>3800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Escort_Carrier_Death_Clone">
<Text_ID>Galyana_Unit_Escort_Carrier</Text_ID>
<Space_Model_Name>EV_EscortCarrier_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

View File

@@ -0,0 +1,673 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Dreadnaught_Heavy_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_DREADNAUGHT</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_DREADNAUGHT,
GALYANA_CLASS_BLANK,
STAT_E_DREADNAUGHT_SHIELD,
STAT_E_DREADNAUGHT_HULL,
STAT_E_DREADNAUGHT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_DREADNAUGHT,
GALYANA_CLASS_BLANK,
STAT_E_DREADNAUGHT_COST,
STAT_E_DREADNAUGHT_TIME,
STAT_E_DREADNAUGHT_SHIELD,
STAT_E_DREADNAUGHT_HULL,
STAT_E_DREADNAUGHT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser Corellian_Corvette IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-Wing Executor_Frigate Munificent_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UEAW_Dreadnaught.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_DREADNAUGHT.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>5</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>3.5</Scale_Factor>
<Select_Box_Scale>125</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>600</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>2000</Tactical_Health>
<Autoresolve_Health>2000</Autoresolve_Health>
<Energy_Capacity>2500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>25</Damage>
<AI_Combat_Power>2500</AI_Combat_Power>
<HardPoints>
HP_Dreadnaught_Shield_Generator,
HP_Dreadnaught_Engines,
HP_Dreadnaught_Left_01,
HP_Dreadnaught_Left_02,
HP_Dreadnaught_Left_03,
HP_Dreadnaught_Left_04,
HP_Dreadnaught_Right_01,
HP_Dreadnaught_Right_02,
HP_Dreadnaught_Right_03,
HP_Dreadnaught_Right_04
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1100.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Dreadnaught_TP</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</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>1800</Build_Cost_Credits>
<Build_Time_Seconds>23</Build_Time_Seconds>
<Tech_Level>1</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2000</Score_Cost_Credits>
<Maintenance_Cost>0.15</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, 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, Dreadnaught_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>MISSILE_SHIELD</Type>
<Disable_Movement>Yes</Disable_Movement>
<Effective_Radius>0</Effective_Radius>
<Recharge_Seconds>0</Recharge_Seconds>
<Expiration_Seconds>0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stop_UEAW_Dreadnaught</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
<Alternate_Name_Text>Galyana_Ability_Stop</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Stop</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_INTERDICT.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Dreadnaught_Death_Clone">
<Text_ID>UEAW_UNIT_DREADNAUGHT</Text_ID>
<Space_Model_Name>UEAW_DREADNAUGHT_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>5.8</Scale_Factor> <!-- Needs to be 5.0 -->
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Acclamator_Assault_Ship">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_I</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ACCLAMATOR_CLASS_I,
GALYANA_CLASS_BLANK,
STAT_E_ACCLAMATORI_SHIELD,
STAT_E_ACCLAMATORI_HULL,
STAT_E_ACCLAMATORI_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_ACCLAMATOR_CLASS_I,
GALYANA_CLASS_BLANK,
STAT_E_ACCLAMATORI_COST,
STAT_E_ACCLAMATORI_TIME,
STAT_E_ACCLAMATORI_SHIELD,
STAT_E_ACCLAMATORI_HULL,
STAT_E_ACCLAMATORI_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Marauder_Missile_Cruiser Crusader_Gunship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Skipray_Blastboat Y-wing</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_ACCLAMATOR.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_ACCLAMATOR_CRUISER_I.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>5</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_Acclamator.ALO</GUI_Model_Name>
<GUI_Distance>1100</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.85</Scale_Factor>
<Select_Box_Scale>350</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>1.7</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>65</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>2300</Tactical_Health>
<Autoresolve_Health>2300</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>2500</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 3</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 6</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Acclamator_Weapon_FL,
HP_Acclamator_Weapon_FR,
HP_Acclamator_Weapon_FC,
HP_Acclamator_Weapon_BL,
HP_Acclamator_Weapon_BR,
HP_Acclamator_Weapon_BC,
HP_Acclamator_Engines,
HP_Acclamator_Fighter_Bay
</HardPoints>
<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-110.0</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>2000</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2000</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>9</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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, Acclamator_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>power_to_weapons</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier> <!-- 2.0x DPS -->
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.2f</Mod_Multiplier> <!-- -2.5 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Acclamator</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>21</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Acclamator_Assault_Ship_Class_II">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_II</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ACCLAMATOR_CLASS_II,
GALYANA_CLASS_BLANK,
STAT_E_ACCLAMATORII_SHIELD,
STAT_E_ACCLAMATORII_HULL,
STAT_E_ACCLAMATORII_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_ACCLAMATOR_CLASS_II,
GALYANA_CLASS_BLANK,
STAT_E_ACCLAMATORII_COST,
STAT_E_ACCLAMATORII_TIME,
STAT_E_ACCLAMATORII_SHIELD,
STAT_E_ACCLAMATORII_HULL,
STAT_E_ACCLAMATORII_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Marauder_Missile_Cruiser Crusader_Gunship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Skipray_Blastboat Y-wing</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_ACCLAMATOR.ALO</Space_Model_Name>
<Icon_Name>UEAW_BUTTON_ACCLAMATOR_CRUISER_II.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>5</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_Acclamator.ALO</GUI_Model_Name>
<GUI_Distance>1100</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.85</Scale_Factor>
<Select_Box_Scale>350</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>65</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate</Armor_Type>
<Tactical_Health>2600</Tactical_Health>
<Autoresolve_Health>2600</Autoresolve_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>35</Damage>
<AI_Combat_Power>2500</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>6</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 0</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Acclamator2_Weapon_FL,
HP_Acclamator2_Weapon_FR,
HP_Acclamator2_Weapon_FC,
HP_Acclamator2_Weapon_BL,
HP_Acclamator2_Weapon_BR,
HP_Acclamator2_Weapon_BC,
HP_Acclamator2_Engines,
HP_Acclamator2_Fighter_Bay
</HardPoints>
<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</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>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-110.0</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>2500</Build_Cost_Credits>
<Build_Time_Seconds>25</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Piracy_Value_Credits>70</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1600</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2500</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>4</Squadron_Capacity>
<Transport_Capacity>8</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- 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, Acclamator_2_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>power_to_weapons</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.6f</Mod_Multiplier> <!-- -4 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Acclamator</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>23</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Acclamator_Death_Clone">
<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_I</Text_ID>
<Space_Model_Name>EV_Acclamator_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.85</Scale_Factor>
<Layer_Z_Adjust>-110.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Acclamator_2_Death_Clone">
<Text_ID>UEAW_UNIT_ACCLAMATOR_CLASS_II</Text_ID>
<Space_Model_Name>EV_Acclamator_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>0.85</Scale_Factor>
<Layer_Z_Adjust>-110.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<!--GUEAW IMPORTANT INFORMATION-->
<!--TO DISABLE A UNIT FOR GC, YOU MUST SET THE TECH LEVEL TO "0" AND LOCK THE BUILDABLE OBJECT-->
<!--SETTING TECH LEVEL TO 99 WILL STOP THE SKIRMISH AI FROM WORKING PROPERLY.-->
<Squadron Name="TIE_Bomb_Squadron"> <!-- Moved to front of build order -->
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_TIE_Bomb</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltext_TIE_Bomb,
GALYANA_CLASS_BLANK,
STAT_E_TIETERRORIST_SHIELD,
STAT_E_TIETERRORIST_HULL,
STAT_E_TIETERRORIST_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_TIE_Bomb,
GALYANA_CLASS_BLANK,
STAT_E_TIETERRORIST_COST,
STAT_E_TIETERRORIST_TIME,
STAT_E_TIETERRORIST_SHIELD,
STAT_E_TIETERRORIST_HULL,
STAT_E_TIETERRORIST_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against/>
<Encyclopedia_Vulnerable_To>A-Wing Prowler-B Cobra</Encyclopedia_Vulnerable_To>
<Icon_Name>I_BUTTON_TIE_TERRORIST.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>120</Build_Cost_Credits>
<Build_Time_Seconds>5</Build_Time_Seconds>
<Tech_Level>4</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UEAW_Complete_Tie_Droid</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>10</Damage>
<Autoresolve_Health>100</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>10</Piracy_Value_Credits>
<Score_Cost_Credits>100</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Bomb1, TIE_Bomb1, TIE_Bomb1, TIE_Bomb1, TIE_Bomb1, TIE_Bomb1, TIE_Bomb1, TIE_Bomb1, TIE_Bomb1</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>15.0,20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>15.0,-20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>30.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>30.0,-40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>45.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>45.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>60.0,80.0,0.0</Squadron_Offsets>
<Squadron_Offsets>60.0,-80.0,0.0</Squadron_Offsets>
<Max_Squad_Size>9</Max_Squad_Size>
<Create_Team_Type>TIE_Terrorist_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SELF_DESTRUCT</Type>
<Alternate_Description_Text>TEXT_TOOLTIP_KRAYT_DESTRUCT_DESCRIPTION</Alternate_Description_Text>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>150</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>4</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="TIE_Scout_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_SCOUT_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_SCOUT,
GALYANA_CLASS_BLANK,
STAT_E_TIESCOUT_SHIELD,
STAT_E_TIESCOUT_HULL,
STAT_E_TIESCOUT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_SCOUT,
GALYANA_CLASS_BLANK,
STAT_E_TIESCOUT_COST,
STAT_E_TIESCOUT_TIME,
STAT_E_TIESCOUT_SHIELD,
STAT_E_TIESCOUT_HULL,
STAT_E_TIESCOUT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-wing Z-95_Headhunter_Rebel Prowler-B</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>A-Wing Mirage_MK2 Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_tie_scout.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>EV_TieScout.ALO</GUI_Model_Name>
<GUI_Distance>115</GUI_Distance>
<GUI_Offset>0 0 3</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>240</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Scout</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>9</Damage>
<Autoresolve_Health>150</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>3</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Scout, TIE_Scout, TIE_Scout</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>TIE_Scout_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>FOW_REVEAL_PING</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="TIE_Fighter_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_FIGHTER_2_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_E_TIEFIGHTER_SHIELD,
STAT_E_TIEFIGHTER_HULL,
STAT_E_TIEFIGHTER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_E_TIEFIGHTER_COST,
STAT_E_TIEFIGHTER_TIME,
STAT_E_TIEFIGHTER_SHIELD,
STAT_E_TIEFIGHTER_HULL,
STAT_E_TIEFIGHTER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Rebel Skipray_Blastboat</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship ShadowClaw_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_TieFighter.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>300</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>20</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>35.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter, TIE_Fighter</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,-90.0,0.0</Squadron_Offsets>
<Max_Squad_Size>7</Max_Squad_Size>
<Create_Team_Type>TIE_Fighter_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>8</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="UEAW_Tie_Droid_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_SQUADRON_TIE_DROID</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_TIE_DROID,
GALYANA_CLASS_BLANK,
STAT_E_TIEDROID_SHIELD,
STAT_E_TIEDROID_HULL,
STAT_E_TIEDROID_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_TIE_DROID,
GALYANA_CLASS_BLANK,
STAT_E_TIEDROID_COST,
STAT_E_TIEDROID_TIME,
STAT_E_TIEDROID_SHIELD,
STAT_E_TIEDROID_HULL,
STAT_E_TIEDROID_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-wing Prowler-B Z-95_Headhunter_Hutts</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>UEAW_EWing UEAW_Aggressor_Assault_Fighter Mirage_MK2</Encyclopedia_Vulnerable_To>
<Icon_Name>UEAW_BUTTON_TIE_DROID.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>350</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Tech_Level>2</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UEAW_Complete_Tie_Droid</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>20</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>450</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>UEAW_Tie_Droid, UEAW_Tie_Droid, UEAW_Tie_Droid, UEAW_Tie_Droid, UEAW_Tie_Droid</Squadron_Units>
<Squadron_Offsets>50.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-20.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-50.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-50.0,-40.0,0.0</Squadron_Offsets>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>TIE_Droid_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>250</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>9</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="TIE_Phantom_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_PHANTOM_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_PHANTOM,
GALYANA_CLASS_BLANK,
STAT_E_TIEPHANTOM_SHIELD,
STAT_E_TIEPHANTOM_HULL,
STAT_E_TIEPHANTOM_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_PHANTOM,
GALYANA_CLASS_BLANK,
STAT_E_TIEPHANTOM_COST,
STAT_E_TIEPHANTOM_TIME,
STAT_E_TIEPHANTOM_SHIELD,
STAT_E_TIEPHANTOM_HULL,
STAT_E_TIEPHANTOM_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing Prowler-B Pirate_Fighter_H</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>A-Wing UEAW_Aggressor_Assault_Fighter Viper</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_EV_TIE_Phantom.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>375</Build_Cost_Credits>
<Build_Time_Seconds>18</Build_Time_Seconds>
<Tech_Level>4</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets>The_Maw</Required_Planets>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Phantom</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>25</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>35.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Phantom, TIE_Phantom, TIE_Phantom</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>TIE_Phantom_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>STEALTH</Type>
<Alternate_Icon_Name>i_sa_stealth.tga</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Stealth_Ability Name="Stealth_Phantom">
<Activation_Style>User_Input</Activation_Style>
<Stealth_Color>255, 255, 255, 255</Stealth_Color>
<Stealth_Transition_Time>0.8</Stealth_Transition_Time>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Stealth_Ability>
<Galactic_Stealth_Ability Name="Phantom_Galactic_Stealth">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>275</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>11</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="TIE_Interceptor_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_INTERCEPTOR_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_INTERCEPTOR,
GALYANA_CLASS_BLANK,
STAT_E_TIEINTERCEPTOR_SHIELD,
STAT_E_TIEINTERCEPTOR_HULL,
STAT_E_TIEINTERCEPTOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_INTERCEPTOR,
GALYANA_CLASS_BLANK,
STAT_E_TIEINTERCEPTOR_COST,
STAT_E_TIEINTERCEPTOR_TIME,
STAT_E_TIEINTERCEPTOR_SHIELD,
STAT_E_TIEINTERCEPTOR_HULL,
STAT_E_TIEINTERCEPTOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>X-wing Starviper_Fighter Hutt_V-wing_Fighter</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Buzz_Droids Mirage_MK2</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_EV_TIE_Interceptor.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>375</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Interceptor</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>25</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>35.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Interceptor, TIE_Interceptor, TIE_Interceptor, TIE_Interceptor, TIE_Interceptor, TIE_Interceptor, TIE_Interceptor</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,90.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-120.0,-90.0,0.0</Squadron_Offsets>
<Max_Squad_Size>7</Max_Squad_Size>
<Create_Team_Type>TIE_Interceptor_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>325</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="UEAW_TIE_Advanced_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_SQUADRON_TIE_ADVANCED</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_TIEAVENGER_SHIELD,
STAT_E_TIEAVENGER_HULL,
STAT_E_TIEAVENGER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_TIE_ADVANCED,
GALYANA_CLASS_BLANK,
STAT_E_TIEAVENGER_COST,
STAT_E_TIEAVENGER_TIME,
STAT_E_TIEAVENGER_SHIELD,
STAT_E_TIEAVENGER_HULL,
STAT_E_TIEAVENGER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>UEAW_EWing Starviper_Fighter Aqulamator_Bomber</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Gunboat Pelleaon_Star_Destroyer Kavadonia_Corvette</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_EV_TIEADVANCED.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>400</Build_Cost_Credits>
<Build_Time_Seconds>17</Build_Time_Seconds>
<Tech_Level>4</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Defender</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<!-- <SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>-->
<Property_Flags>SmallShip</Property_Flags>
<Damage>35</Damage>
<Autoresolve_Health>400</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>60</Piracy_Value_Credits>
<Score_Cost_Credits>750</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>30.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>UEAW_TIE_Advanced, UEAW_TIE_Advanced, UEAW_TIE_Advanced</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-40.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>TIE_Avenger_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
<Alternate_Icon_Name>I_SA_FIRE_MISSILE_02.TGA</Alternate_Icon_Name>
</Unit_Ability>
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="TIE_Bomber_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_BOMBER_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_BOMBER,
GALYANA_CLASS_BLANK,
STAT_E_TIEBOMBER_SHIELD,
STAT_E_TIEBOMBER_HULL,
STAT_E_TIEBOMBER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_BOMBER,
GALYANA_CLASS_BLANK,
STAT_E_TIEBOMBER_COST,
STAT_E_TIEBOMBER_TIME,
STAT_E_TIEBOMBER_SHIELD,
STAT_E_TIEBOMBER_HULL,
STAT_E_TIEBOMBER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Calamari_Cruiser Alliance_Assault_Frigate Nebulon_B_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette X-wing A-Wing</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_tie_bomber.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<GUI_Model_Name>EV_TieBomber.ALO</GUI_Model_Name>
<GUI_Distance>120</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>150</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Bomber</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>20</Damage>
<Autoresolve_Health>150</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>350</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Bomber, TIE_Bomber, TIE_Bomber, TIE_Bomber</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,60.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-60.0,0.0</Squadron_Offsets>
<Max_Squad_Size>4</Max_Squad_Size>
<Create_Team_Type>TIE_Bomber_Squadron_Container</Create_Team_Type>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="UEAW_Assault_Gunboat_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>UEAW_UNIT_ASSAULT_GUNBOAT</Text_ID>
<Encyclopedia_Text>
UEAW_TOOLTIP_ASSAULT_GUNBOAT_CLASS_I,
GALYANA_CLASS_BLANK,
STAT_E_ASSAULTGUNBOAT_SHIELD,
STAT_E_ASSAULTGUNBOAT_HULL,
STAT_E_ASSAULTGUNBOAT_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
UEAW_TOOLTIP_ASSAULT_GUNBOAT_CLASS_I,
GALYANA_CLASS_BLANK,
STAT_E_ASSAULTGUNBOAT_COST,
STAT_E_ASSAULTGUNBOAT_TIME,
STAT_E_ASSAULTGUNBOAT_SHIELD,
STAT_E_ASSAULTGUNBOAT_HULL,
STAT_E_ASSAULTGUNBOAT_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Venator_Cruiser Recusant_Destroyer Hutt_Dreadnaught</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Marauder_Missile_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Vulnerable_To>
<Icon_Name>UEAW_BUTTON_ASSAULT_GUNBOAT.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>500</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Tech_Level>2</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Gunboat</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN</SpaceBehavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>30</Damage>
<Autoresolve_Health>300</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<Score_Cost_Credits>600</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>Assault_Gunboat, Assault_Gunboat, Assault_Gunboat</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Assault_Gunboat_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
</Unit_Ability>
<Unit_Ability>
<Type>TURBO</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>13</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<Squadron Name="TIE_Defender_Squadron">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_TIE_DEFENDER_SQUADRON</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_TIE_DEFENDER,
GALYANA_CLASS_BLANK,
STAT_E_TIEDEFENDER_SHIELD,
STAT_E_TIEDEFENDER_HULL,
STAT_E_TIEDEFENDER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_TIE_DEFENDER,
GALYANA_CLASS_BLANK,
STAT_E_TIEDEFENDER_COST,
STAT_E_TIEDEFENDER_TIME,
STAT_E_TIEDEFENDER_SHIELD,
STAT_E_TIEDEFENDER_HULL,
STAT_E_TIEDEFENDER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Calamari_Cruiser Krayt_Class_Destroyer Centurion_Destroyer</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship Buzz_Droids</Encyclopedia_Vulnerable_To>
<Icon_Name>i_button_EV_TIE_Defender.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>1</Population_Value>
<!-- GUI Info -->
<GUI_Row>0</GUI_Row>
<!-- Galactic Construction Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>650</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>5</Tech_Level>
<Required_Timeline/>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Tie_Defender</SFXEvent_Build_Complete>
<!-- Tactical Info -->
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Property_Flags>SmallShip</Property_Flags>
<Damage>50</Damage>
<Autoresolve_Health>400</Autoresolve_Health>
<Political_Control>0</Political_Control>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Is_Dummy>Yes</Is_Dummy>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>35.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>
<Squadron_Units>TIE_Defender, TIE_Defender, TIE_Defender</Squadron_Units>
<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,40.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-40.0,0.0</Squadron_Offsets>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>TIE_Defender_Squadron_Container</Create_Team_Type>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
</Unit_Ability>
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>600</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</Squadron>
<!-- E3 Squadrons -->
<Squadron Name="TIE_Fighter_Squadron_E3">
<Variant_Of_Existing_Type>TIE_Fighter_Squadron</Variant_Of_Existing_Type>
<Squadron_Units>TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3, TIE_Fighter_E3</Squadron_Units>
</Squadron>
<Squadron Name="TIE_Bomber_Squadron_E3">
<Variant_Of_Existing_Type>TIE_Bomber_Squadron</Variant_Of_Existing_Type>
<Squadron_Units>TIE_Bomber_E3, TIE_Bomber_E3, TIE_Bomber_E3, TIE_Bomber_E3</Squadron_Units>
</Squadron>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Imperial_Transport_Data>
<TransportUnit Name="Shuttle_Tyderium">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_TYDERIUM_SHUTTLE</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>EV_LAMBDASHUTTLE_SPACE.ALO</Space_Model_Name>
<Land_Model_Name>EV_LAMBDASHUTTLE.ALO</Land_Model_Name>
<Icon_Name>i_button_Lamba_Shuttle.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>60.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-30.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>10.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Shuttle_Tyderium_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>25</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Autoresolve_Health>250</Autoresolve_Health>
<Energy_Capacity>100</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>50</Override_Bounty_SP>
<Override_Bounty_MP>50</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>0.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Shuttle_Tyderium_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Lamda_Shuttle</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Lamda_Shuttle</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Lamda_Shuttle</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Lamda_Shuttle</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Shuttle_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Shuttle_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Shuttle_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Shuttle_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Shuttle_Tyderium_Death_Clone">
<Text_ID>TEXT_UNIT_TYDERIUM_SHUTTLE</Text_ID>
<Space_Model_Name>EV_LambdaShuttle_space_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.7</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Empire</Affiliation>
<CategoryMask>None</CategoryMask>
<Remove_Upon_Death>true</Remove_Upon_Death>
</TransportUnit>
<TransportUnit Name="Shuttle_Tyderium_Landing">
<Variant_Of_Existing_Type>Shuttle_Tyderium</Variant_Of_Existing_Type>
<Behavior>TRANSPORT, HINT</Behavior>
<Scale_Factor>2.25</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-50, -50, 0</User_Bound_Min>
<User_Bound_Max>50, 50, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<Influences_Capture_Point>False</Influences_Capture_Point>
<!--For appropriate collision when this object is on the ground with wings folded-->
<Custom_Hard_XExtent>40.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>27.0</Custom_Hard_YExtent>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
</TransportUnit>
<TransportUnit Name="Shuttle_Tyderium_Landing_Cinematic">
<Variant_Of_Existing_Type>Shuttle_Tyderium</Variant_Of_Existing_Type>
<Behavior>TRANSPORT, HINT</Behavior>
<Scale_Factor>2.25</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-50, -50, 0</User_Bound_Min>
<User_Bound_Max>50, 50, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Hover_Offset>0.0</Hover_Offset>
<!--For appropriate collision when this object is on the ground with wings folded-->
<Custom_Hard_XExtent>40.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>27.0</Custom_Hard_YExtent>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
</TransportUnit>
<TransportUnit Name="Shuttle_Tyderium_Prisoners">
<Variant_Of_Existing_Type>Shuttle_Tyderium</Variant_Of_Existing_Type>
<Max_Speed>1.8</Max_Speed>
<Property_Flags>NotOpportunityTarget</Property_Flags>
<Tactical_Health>1000</Tactical_Health>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, UNIT_AI, HIDE_WHEN_FOGGED, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT</SpaceBehavior>
<Mouse_Collide_Override_Sphere_Radius>30</Mouse_Collide_Override_Sphere_Radius>
</TransportUnit>
<TransportUnit Name="Shuttle_Tyderium_Tutorial">
<Variant_Of_Existing_Type>Shuttle_Tyderium</Variant_Of_Existing_Type>
<Max_Speed>2.5</Max_Speed>
<Tactical_Health>1000</Tactical_Health>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, UNIT_AI, HIDE_WHEN_FOGGED, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT</SpaceBehavior>
</TransportUnit>
<TransportUnit Name="Imperial_Landing_Craft">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_IMPERIAL_LANDING_CRAFT</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>EV_IMPERIALCRAFT_SPACE.ALO</Space_Model_Name>
<Land_Model_Name>EV_IMPERIALCRAFT.ALO</Land_Model_Name>
<Icon_Name>i_button_Sentinel_Lander.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>150</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>120.0, 90.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>120.0</Obstacle_Width>
<Obstacle_Height>120.0</Obstacle_Height>
<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>10.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Imperial_Landing_Craft_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>30</Shield_Points>
<Shield_Refresh_Rate>3</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>300</Tactical_Health>
<Autoresolve_Health>300</Autoresolve_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>50</Override_Bounty_SP>
<Override_Bounty_MP>50</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>900.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<FormationPriority>5</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>0.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Imperial_Landing_Craft_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Sentinel_Lander</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Sentinel_Lander</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Sentinel_Lander</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Sentinel_Lander</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Shuttle_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Shuttle_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Shuttle_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Shuttle_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Imperial_Landing_Craft_Death_Clone">
<Text_ID>TEXT_UNIT_IMPERIAL_LANDING_CRAFT</Text_ID>
<Space_Model_Name>EV_ImperialCraft_space_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.7</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Empire</Affiliation>
<CategoryMask>None</CategoryMask>
</TransportUnit>
<TransportUnit Name="Imperial_Landing_Craft_Landing">
<Variant_Of_Existing_Type>Imperial_Landing_Craft</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>2.25</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>True</Exclude_From_Distance_Fade>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
<TransportUnit Name="Imperial_Landing_Craft_Landing_Cinematic">
<Variant_Of_Existing_Type>Imperial_Landing_Craft</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>2.25</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>0, 0, 0</User_Bound_Min>
<User_Bound_Max>0, 0, 0</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</TransportUnit>
<TransportUnit Name="Imperial_ATAT_Barge">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_IMPERIAL_ATAT_BARGE</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>EV_AT-Barge.ALO</Space_Model_Name>
<Land_Model_Name>EV_AT-Barge_land.ALO</Land_Model_Name>
<Icon_Name>i_button_AT_AT_barge.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>200</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>80.0</Obstacle_Width>
<Obstacle_Height>80.0</Obstacle_Height>
<Obstacle_X_Offset>-40.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-40.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>0.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>60.0</Hover_Offset>
<!--<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>-->
<Landing_Transport_Variant>Imperial_ATAT_Barge_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>25</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>400</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>50</Override_Bounty_SP>
<Override_Bounty_MP>50</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 50.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>
<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Space_FOW_Reveal_Range>900.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Imperial_ATAT_Barge_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_ATAT_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_ATAT_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_ATAT_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_ATAT_Barge</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_ATAT_Barge_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_ATAT_Barge_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_ATAT_Barge_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_ATAT_Barge_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</TransportUnit>
<TransportUnit Name="Imperial_ATAT_Barge_Death_Clone">
<Text_ID>TEXT_UNIT_IMPERIAL_ATAT_BARGE</Text_ID>
<Space_Model_Name>EV_AT-Barge_D.alo</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>0.7</Scale_Factor>
<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</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>Empire</Affiliation>
<CategoryMask>None</CategoryMask>
</TransportUnit>
<TransportUnit Name="Imperial_ATAT_Barge_Landing">
<Variant_Of_Existing_Type>Imperial_ATAT_Barge</Variant_Of_Existing_Type>
<Behavior>TRANSPORT</Behavior>
<Scale_Factor>1.1</Scale_Factor>
<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
<Is_Valid_Target>No</Is_Valid_Target>
<User_Bound_Min>-700, -700, 0</User_Bound_Min>
<User_Bound_Max>700, 700, 1500</User_Bound_Max>
<Has_Space_Evaluator>False</Has_Space_Evaluator>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Use_Transported_Object_Bounds_For_Landing_Z>False</Use_Transported_Object_Bounds_For_Landing_Z>
<UnitCollisionClass>Landing Transport</UnitCollisionClass>
<Influences_Capture_Point>False</Influences_Capture_Point>
</TransportUnit>
</Imperial_Transport_Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<GroundCompany Name="Bothan_Civ_Company">
<Text_ID>TEXT_INDIG_BOTHAN_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_bothan_civilian.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Bothan_Civilian, Bothan_Civilian, Bothan_Civilian, Bothan_Civilian, Bothan_Civilian</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Bothan_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Bothan_Civ_Company_Mission">
<Text_ID>TEXT_INDIG_BOTHAN_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_bothan_civilian.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Bothan_Resistors">
<Text_ID>TEXT_UNIT_PIRATE_SOLDIER</Text_ID>
<Is_Dummy>Yes</Is_Dummy>
<Damage>25</Damage>
<Autoresolve_Health>150</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>no</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Units>Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission, Bothan_Civilian_Mission</Company_Units>
<Icon_Name>i_button_bothan_civilian.tga</Icon_Name>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
</GroundCompany>
<GroundCompany Name="Desert_Civilian_Team_Rebel">
<Text_ID>TEXT_INDIG_HUMAN_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_desert.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Desert_Civ_Rebel, Desert_Civ_Rebel, Desert_Civ_Rebel, Desert_Civ_Rebel, Desert_Civ_Rebel</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Desert_Human_Civ_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Desert_Civilian_Team_Empire">
<Variant_Of_Existing_Type>Desert_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Desert_Civ_Empire, Desert_Civ_Empire, Desert_Civ_Empire, Desert_Civ_Empire, Desert_Civ_Empire</Company_Units>
<Affiliation>Empire</Affiliation>
</GroundCompany>
<GroundCompany Name="Desert_Civilian_Team_Pirate">
<Variant_Of_Existing_Type>Desert_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Desert_Civ_Pirate, Desert_Civ_Pirate, Desert_Civ_Pirate, Desert_Civ_Pirate, Desert_Civ_Pirate</Company_Units>
<Affiliation>Pirates</Affiliation>
</GroundCompany>
<GroundCompany Name="Desert_Civilian_Team_Underworld">
<Variant_Of_Existing_Type>Desert_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Desert_Civ_Pirate, Desert_Civ_Pirate, Desert_Civ_Pirate, Desert_Civ_Pirate, Desert_Civ_Pirate</Company_Units>
<Affiliation>Underworld</Affiliation>
</GroundCompany>
<GroundCompany Name="Desert_Civilian_Team_Hutts">
<Variant_Of_Existing_Type>Desert_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Desert_Civ_Hutts, Desert_Civ_Hutts, Desert_Civ_Hutts, Desert_Civ_Hutts, Desert_Civ_Hutts</Company_Units>
<Affiliation>Hutts</Affiliation>
</GroundCompany>
<GroundCompany Name="Urban_Civilian_Team_Rebel">
<Text_ID>TEXT_INDIG_HUMAN_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_urban.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Urban_Civ_A_Rebel, Urban_Civ_A_Rebel, Urban_Civ_B_Rebel, Urban_Civ_B_Rebel, Urban_Civ_C_Rebel</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Urban_Human_Civ_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Urban_Civilian_Team_Empire">
<Variant_Of_Existing_Type>Urban_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Urban_Civ_A_Empire, Urban_Civ_A_Empire, Urban_Civ_B_Empire, Urban_Civ_C_Empire, Urban_Civ_C_Empire</Company_Units>
<Affiliation>Empire</Affiliation>
</GroundCompany>
<GroundCompany Name="Urban_Civilian_Team_Pirate">
<Variant_Of_Existing_Type>Urban_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Urban_Civ_A_Pirate, Urban_Civ_A_Pirate, Urban_Civ_B_Pirate, Urban_Civ_C_Pirate, Urban_Civ_C_Pirate</Company_Units>
<Affiliation>Pirates</Affiliation>
</GroundCompany>
<GroundCompany Name="Urban_Civilian_Team_Underworld">
<Variant_Of_Existing_Type>Urban_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Urban_Civ_A_Pirate, Urban_Civ_A_Pirate, Urban_Civ_B_Pirate, Urban_Civ_C_Pirate, Urban_Civ_C_Pirate</Company_Units>
<Affiliation>Underworld</Affiliation>
</GroundCompany>
<GroundCompany Name="Urban_Civilian_Team_Hutts">
<Variant_Of_Existing_Type>Urban_Civilian_Team_Rebel</Variant_Of_Existing_Type>
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<Affiliation>Hutts</Affiliation>
</GroundCompany>
<GroundCompany Name="Civilian_Urban_Usable_Party">
<Text_ID>TEXT_INDIG_HUMAN_CIV</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_urban.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
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<Required_Planets>Endor</Required_Planets>
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<Behavior>DUMMY_GROUND_COMPANY</Behavior>
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<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Create_Team_Type>Civilian_Urban_Usable_Team</Create_Team_Type>
</GroundCompany>
<GroundCompany Name="Swamp_Civilian_Team_Rebel">
<Text_ID>TEXT_INDIG_HUMAN_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_swamp.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
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<Behavior>DUMMY_GROUND_COMPANY</Behavior>
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<Is_Escort>yes</Is_Escort>
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<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Swamp_Civ_A_Rebel, Swamp_Civ_A_Rebel, Swamp_Civ_B_Rebel, Swamp_Civ_C_Rebel, Swamp_Civ_C_Rebel</Company_Units>
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<GroundCompany Name="Swamp_Civilian_Team_Empire">
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<Company_Units>Swamp_Civ_A_Empire, Swamp_Civ_A_Empire, Swamp_Civ_B_Empire, Swamp_Civ_C_Empire, Swamp_Civ_C_Empire</Company_Units>
<Affiliation>Empire</Affiliation>
</GroundCompany>
<GroundCompany Name="Swamp_Civilian_Team_Pirate">
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<Affiliation>Pirates</Affiliation>
</GroundCompany>
<GroundCompany Name="Swamp_Civilian_Team_Underworld">
<Variant_Of_Existing_Type>Swamp_Civilian_Team_Rebel</Variant_Of_Existing_Type>
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<Affiliation>Underworld</Affiliation>
</GroundCompany>
<GroundCompany Name="Swamp_Civilian_Team_Hutts">
<Variant_Of_Existing_Type>Swamp_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Swamp_Civ_A_Hutts, Swamp_Civ_A_Hutts, Swamp_Civ_B_Hutts, Swamp_Civ_C_Hutts, Swamp_Civ_C_Hutts</Company_Units>
<Affiliation>Hutts</Affiliation>
</GroundCompany>
<GroundCompany Name="Snow_Civilian_Team_Rebel">
<Text_ID>TEXT_INDIG_HUMAN_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_snow.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
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<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Snow_Civ_A_Rebel, Snow_Civ_A_Rebel, Snow_Civ_A_Rebel, Snow_Civ_A_Rebel, Snow_Civ_A_Rebel</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Arctic_Human_Civ_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Snow_Civilian_Team_Empire">
<Variant_Of_Existing_Type>Snow_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Snow_Civ_A_Empire, Snow_Civ_A_Empire, Snow_Civ_A_Empire, Snow_Civ_A_Empire, Snow_Civ_A_Empire</Company_Units>
<Affiliation>Empire</Affiliation>
</GroundCompany>
<GroundCompany Name="Snow_Civilian_Team_Pirate">
<Variant_Of_Existing_Type>Snow_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Snow_Civ_A_Pirate, Snow_Civ_A_Pirate, Snow_Civ_A_Pirate, Snow_Civ_A_Pirate, Snow_Civ_A_Pirate</Company_Units>
<Affiliation>Pirates</Affiliation>
</GroundCompany>
<GroundCompany Name="Snow_Civilian_Team_Underworld">
<Variant_Of_Existing_Type>Snow_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Snow_Civ_A_Pirate, Snow_Civ_A_Pirate, Snow_Civ_A_Pirate, Snow_Civ_A_Pirate, Snow_Civ_A_Pirate</Company_Units>
<Affiliation>Underworld</Affiliation>
</GroundCompany>
<GroundCompany Name="Snow_Civilian_Team_Hutts">
<Variant_Of_Existing_Type>Snow_Civilian_Team_Rebel</Variant_Of_Existing_Type>
<Company_Units>Snow_Civ_A_Hutts, Snow_Civ_A_Hutts, Snow_Civ_A_Hutts, Snow_Civ_A_Hutts, Snow_Civ_A_Hutts</Company_Units>
<Affiliation>Hutts</Affiliation>
</GroundCompany>
<GroundCompany Name="Civilian_Independent_AI_Party">
<Text_ID>TEXT_INDIG_HUMAN_CIV</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_urban.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets>Endor</Required_Planets>
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<Behavior>DUMMY_GROUND_COMPANY</Behavior>
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<Company_Units>Civilian_Independent_AI, Civilian_Independent_AI, Civilian_Independent_AI, Civilian_Independent_AI, Civilian_Independent_AI, Civilian_Independent_AI</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
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<Max_Squad_Size>3</Max_Squad_Size>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Create_Team_Type>Civilian_Independent_AI_Team</Create_Team_Type>
</GroundCompany>
<GroundCompany Name="Endor_Ewok_Hunting_Party">
<Text_ID>TEXT_INDIGENOUS_EWOK_PARTY</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_Ewok.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets>Endor</Required_Planets>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Ewok_Hunter, Ewok_Hunter_B, Ewok_Hunter_B, Ewok_Hunter_C, Ewok_Hunter_C</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
<Score_Cost_Credits>15</Score_Cost_Credits>
<Formation_Priority>1</Formation_Priority>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Ewok_Team</Create_Team_Type>
<Population_Value>1</Population_Value>
</GroundCompany>
<GroundCompany Name="Geonosian_Civ_Company">
<Text_ID>TEXT_INDIG_GEONOSIAN</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_geonosian.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Geonosian, Geonosian, Geonosian, Geonosian, Geonosian</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Geonosian_Team</Create_Team_Type>
<Score_Cost_Credits>15</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Geonosian_Resistors">
<Text_ID>TEXT_UNIT_PIRATE_SOLDIER</Text_ID>
<Is_Dummy>Yes</Is_Dummy>
<Damage>25</Damage>
<Autoresolve_Health>150</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>no</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Units>Geonosian, Geonosian, Geonosian, Geonosian, Geonosian, Geonosian, Geonosian, Geonosian, Geonosian, Geonosian</Company_Units>
<Icon_Name>i_button_geonosian.tga</Icon_Name>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
</GroundCompany>
<GroundCompany Name="Naboo_Gungan_Warrior_Troop">
<Text_ID>TEXT_INDIGENOUS_GUNGAN_SQUAD</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gungan.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Gungan_Warrior, Gungan_Warrior, Gungan_Warrior, Gungan_Warrior Gungan_Warrior</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Gungan_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Tatooine_Jawa_Scout_Team">
<Text_ID>TEXT_INDIGENOUS_JAWA_SCOUTS</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_jawa.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Jawa_Scout, Jawa_Scout, Jawa_Scout, Jawa_Scout, Jawa_Scout</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Jawa_Team</Create_Team_Type>
<Score_Cost_Credits>15</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Mandalorian_Indigenous_Company">
<Text_ID>TEXT_INDIG_MANDALORIAN</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Icon_Name>i_button_ni_mandalorian.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Hostile</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets/>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
<Company_Units>Mandalorian_Indigenous, Mandalorian_Indigenous, Mandalorian_Indigenous, Mandalorian_Indigenous, Mandalorian_Indigenous, Mandalorian_Indigenous, Mandalorian_Indigenous, Mandalorian_Indigenous, Mandalorian_Indigenous</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
<Score_Cost_Credits>15</Score_Cost_Credits>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Mandalorian_Container</Create_Team_Type>
</GroundCompany>
<GroundCompany Name="Mon_Calamari_Civ_Company">
<Text_ID>TEXT_INDIG_MONCAL_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_moncalciv.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Mon_Calamari_Civilian, Mon_Calamari_Civilian, Mon_Calamari_Civilian, Mon_Calamari_Civilian, Mon_Calamari_Civilian</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>MonCal_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Mustafarian_Indigenous_Company">
<Text_ID>TEXT_INDIG_MUSTAFARIAN</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Icon_Name>i_button_gmale_snow.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Empire</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets/>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
<Company_Units>Mustafarian_Indigenous, Mustafarian_Indigenous, Mustafarian_Indigenous, Mustafarian_Indigenous, Mustafarian_Indigenous, Mustafarian_Indigenous, Mustafarian_Indigenous, Mustafarian_Indigenous, Mustafarian_Indigenous</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
<Score_Cost_Credits>15</Score_Cost_Credits>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Mustafarian_Container</Create_Team_Type>
</GroundCompany>
<GroundCompany Name="Sandpeople_War_Party">
<Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Icon_Name>i_button_sandpeople.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Hostile</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets>Tatooine</Required_Planets>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Sand_Person_Sniper_A, Sand_Person_Sniper_A, Sand_Person_Sniper_B</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
<Score_Cost_Credits>15</Score_Cost_Credits>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Sandpeople_Team</Create_Team_Type>
</GroundCompany>
<GroundCompany Name="Sandpeople_Melee_War_Party">
<Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Icon_Name>i_button_sandpeople.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Hostile</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets>Tatooine</Required_Planets>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Sand_Person_Melee_A, Sand_Person_Melee_A, Sand_Person_Melee_A, Sand_Person_Melee_A</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
<Score_Cost_Credits>15</Score_Cost_Credits>
<Max_Squad_Size>4</Max_Squad_Size>
<Create_Team_Type>Sandpeople_Melee_Team</Create_Team_Type>
</GroundCompany>
<GroundCompany Name="Sullustan_Civ_Company">
<Text_ID>TEXT_INDIG_SULLUSTAN</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_sullustan.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Sullustan_Civilian, Sullustan_Civilian, Sullustan_Civilian, Sullustan_Civilian, Sullustan_Civilian</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Sullustan_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Trandoshan_War_Party">
<Text_ID>UEAW_UNIT_TRANDOSHAN</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_Trandoshan.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>72</Damage>
<Autoresolve_Health>30</Autoresolve_Health>
<Affiliation>Hostile</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets/>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Trandoshan_Warrior, Trandoshan_Warrior, Trandoshan_Warrior, Trandoshan_Warrior, Trandoshan_Warrior</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Trandoshan_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Twilek_Raiding_Party">
<Text_ID>TEXT_INDIG_TWILEK_CIV</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Icon_Name>i_button_Twilek.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets>Ryloth</Required_Planets>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Twilek_Female, Twilek_Female, Twilek_Female, Twilek_Female, Twilek_Female, Twilek_Female</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
<Score_Cost_Credits>15</Score_Cost_Credits>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Twilek_Team</Create_Team_Type>
</GroundCompany>
<GroundCompany Name="Kashyyyk_Wookie_War_Party">
<Text_ID>TEXT_INDIGENOUS_WOOKIE_PARTY</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_generic_wookie.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>72</Damage>
<Autoresolve_Health>30</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets/>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Wookie_Warrior, Wookie_Warrior, Wookie_Warrior, Wookie_Warrior, Wookie_Warrior</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Wookie_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Kashyyyk_Wookie_War_Party_Unarmed">
<Text_ID>TEXT_INDIGENOUS_WOOKIE_PARTY</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Icon_Name>i_button_generic_wookie.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>72</Damage>
<Autoresolve_Health>30</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Planets/>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Wookie_Warrior_Unarmed, Wookie_Warrior_Unarmed, Wookie_Warrior_Unarmed, Wookie_Warrior_Unarmed, Wookie_Warrior_Unarmed, Wookie_Warrior_Unarmed</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Wookie_Team</Create_Team_Type>
<Score_Cost_Credits>5</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Pyngani_Warrior_Company">
<Text_ID>TEXT_INDIG_PYNGANI</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_snow.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Hostile</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Pyngani_Warrior, Pyngani_Warrior, Pyngani_Warrior, Pyngani_Warrior, Pyngani_Warrior</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Pyngani_Warrior_Team</Create_Team_Type>
<Score_Cost_Credits>15</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Hutt_Civ_Company">
<Text_ID>TEXT_INDIG_HUTT_CIV</Text_ID>
<Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Icon_Name>i_button_hutt.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Hostile</Affiliation>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Hutt_Civilian, Hutt_Civilian, Hutt_Civilian, Hutt_Civilian, Hutt_Civilian</Company_Units>
<Max_Squad_Size>5</Max_Squad_Size>
<Create_Team_Type>Hutt_Civ_Team</Create_Team_Type>
<Score_Cost_Credits>15</Score_Cost_Credits>
</GroundCompany>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<!--SoaFE: Classic bomber speed was 6.0; firerate 0.2sec-->
<Data>
<LandBombingUnit Name="TIE_Bomber_Bombing_Run">
<Text_ID>TEXT_UNIT_TIE_BOMBER</Text_ID>
<Land_Model_Name>EV_TIEBOMBER.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_tie_bomber.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>370</Score_Cost_Credits>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Autoresolve_Health>40</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>TIE_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_TIE_Bomber_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_TIE_Bomber</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_TIE_Bomber</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_TIE_Bomber</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_TIE_Bomber</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_TIE_Bomber_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Tie_Bomber</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Tie_Bomber</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Assault_Gunboat_Bombing_Run">
<Text_ID>UEAW_UNIT_ASSAULT_GUNBOAT</Text_ID>
<Land_Model_Name>UEAW_Assault_Gunboat.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>UEAW_BUTTON_ASSAULT_GUNBOAT.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>100</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Autoresolve_Health>50</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<HardPoints>
Assault_Gunboat_Bombing_Run_Missile_1,
Assault_Gunboat_Bombing_Run_Missile_2,
Assault_Gunboat_Bombing_Run_Missile_3
</HardPoints>
<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Targeting_Priority_Set>Aircraft_AntiStructure</Targeting_Priority_Set>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED, REVEAL</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Select>Unit_Select_TIE_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_TIE_Fighter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_TIE_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_TIE_Fighter</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_TIE_Fighter</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_TIE_Fighter</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="TIE_Defender_Bombing_Run">
<Text_ID>TEXT_UNIT_TIE_DEFENDER</Text_ID>
<Land_Model_Name>EV_TIE_DEFENDER.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_EV_TIE_Defender.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>5.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>30</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Autoresolve_Health>60</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>TIE_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_TIE_Bomber_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Tie_Defender</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tie_Defender</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Tie_Defender</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tie_Defender</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_TIE_Bomber_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Tie_Defender</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Tie_Defender</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Y-Wing_Bombing_Run">
<Text_ID>TEXT_UNIT_Y_WING</Text_ID>
<Land_Model_Name>rv_ywing.ALO</Land_Model_Name>
<Icon_Name>i_button_y_wing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>45</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>3.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>700</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Autoresolve_Health>40</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<!--Note: If switch back to the Y-Wing missile, the missile is incorrectly defined as a BOMB and will not work!-->
<Projectile_Types>Y_Wing_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>Yes</Fires_Forward> <!--This must be YES in order to fire missiles without concern of the firing cone in Calculate_Projectile_Facing()-->
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_Y_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Y_Wing</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Y_Wing</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Y_Wing</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Y_Wing</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Y_Wing</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Y_Wing</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="B-Wing_Bombing_Run">
<Text_ID>TEXT_UNIT_B_WING</Text_ID>
<Land_Model_Name>rv_bwing.ALO</Land_Model_Name>
<Icon_Name>i_button_RV_BWing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>45</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>3.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>120.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>30</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>750</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>150</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Autoresolve_Health>55</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Y_Wing_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>Yes</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.3</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_Y_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_B_Wing</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_B_Wing</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_B_Wing</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_B_Wing</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_B_Wing</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_B_Wing</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Skipray_Bombing_Run">
<Text_ID>TEXT_UNIT_SKIPRAY</Text_ID>
<Land_Model_Name>UV_SKIPRAY.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_skipray.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>450</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>100</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Autoresolve_Health>45</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Skipray_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Skipray</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Skipray</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Skipray</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Z95_Bomber_Bombing_Run">
<Text_ID>Galyana_Text_Z95_Bomber</Text_ID>
<Land_Model_Name>HV_Z100.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_z100_Bomber.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Autoresolve_Health>40</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Z95_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_X_Wing</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_X_Wing</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<!--Used to prevent Solo orbital Aqulamators from crashing the game during land bombing runs-->
<LandBombingUnit Name="Aqulamator_Bomber_Bombing_Run">
<Text_ID>Galyana_Unit_Aqulamator</Text_ID>
<Land_Model_Name>HV_KYNRAAQ.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>I_BUTTON_KYNRAAQ.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>0.3</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>30</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>120.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>30</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>600</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Autoresolve_Health>60</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Z95_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>Yes</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>160.0</Idle_Chase_Range>
<Guard_Chase_Range>420.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.3</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.5f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Pirate_Fighter</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Pirate_Fighter</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Prowler_A_Bombing_Run">
<Text_ID>Galyana_Text_Prowler_A</Text_ID>
<Land_Model_Name>Prowler_A.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>I_BUTTON_PROWLER-A.tga</Icon_Name>
<Affiliation>Underworld, Pirates</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>450</Score_Cost_Credits>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>300</Tactical_Health>
<Autoresolve_Health>50</Autoresolve_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Skipray_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.5f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_Slave1_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Pirate_Fighter</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Pirate_Fighter</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<!--Rebel Variant in Rebel Squads / Fighters .xml-->
<SpaceUnit Name="Z-95_Headhunter">
<Variant_Of_Existing_Type>Z-95_Headhunter_Rebel</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>TIE_Bomber Prowler-B Y-Wing</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Fighter Starviper_Fighter X-Wing</Encyclopedia_Vulnerable_To>
<Affiliation>Pirates</Affiliation>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Orange</Projectile_Types>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
</SpaceUnit>
<SpaceUnit Name="Z-95_Headhunter_Empire"> <!--Not Used-->
<Variant_Of_Existing_Type>Z-95_Headhunter_Rebel</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Y-wing Prowler-B Empire_Mining_Ship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>X-Wing Starviper_Fighter V-Wing_Fighter</Encyclopedia_Vulnerable_To>
<Affiliation>Empire</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Z-95_Headhunter_Underworld"> <!--Not Used-->
<Variant_Of_Existing_Type>Z-95_Headhunter_Rebel</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Y-wing TIE_Bomber Empire_Mining_Ship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>X-Wing TIE_Fighter V-Wing_Fighter</Encyclopedia_Vulnerable_To>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
<SpaceUnit Name="V-wing_Fighter">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_VWING_FIGHTER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_V_WING_01,
GALYANA_CLASS_BLANK,
STAT_H_VWING_SHIELD,
STAT_H_VWING_HULL,
STAT_E_TIEDROID_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_V_WING_01,
GALYANA_CLASS_BLANK,
STAT_H_VWING_COST,
STAT_H_VWING_TIME,
STAT_H_VWING_SHIELD,
STAT_H_VWING_HULL,
STAT_E_TIEDROID_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_Bomber Z-95_Headhunter_Rebel TIE_Scout</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TIE_Fighter A-Wing Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_VWING.ALO</Space_Model_Name>
<Icon_Name>i_button_V_Wing.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.6</Scale_Factor>
<Select_Box_Scale>70</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>5.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Min_Speed_Fraction_For_Turn>0.7</Min_Speed_Fraction_For_Turn>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>4.5</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.1</Max_Thrust>
<Max_Lift>1</Max_Lift>
<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>30</Shield_Points>
<Shield_Refresh_Rate>3</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>50</Tactical_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>4</Damage>
<AI_Combat_Power>40</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Orange</Projectile_Types>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Fires_Forward>No</Fires_Forward>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>2</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Fighter | AntiFighter | AntiBomber</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Fighter</Ship_Class>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>5</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Medium_Explosion_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_V_Wing</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_V_Wing</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_V_Wing</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_V_Wing</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_V_Wing</SFXEvent_Guard>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_V_Wing</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_V_Wing</SFXEvent_Health_Critical_Warning>
<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_V_Wing</SFXEvent_Enemy_Damaged_Health_Low_Warning>
<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_V_Wing</SFXEvent_Enemy_Damaged_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
<Recharge_Seconds>30.0</Recharge_Seconds>
<GUI_Activated_Ability_Name>V_Wing_Container_Ion_Cannon_Shot_Alt</GUI_Activated_Ability_Name>
<Projectile_Types_Override>Proj_Ion_Torpedo_Medium</Projectile_Types_Override>
</Unit_Ability>
</Unit_Abilities_Data>
</SpaceUnit>
<SpaceUnit Name="V-wing_Fighter_R"> <!--Not Used-->
<Variant_Of_Existing_Type>V-Wing_Fighter</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
</SpaceUnit>
<SpaceUnit Name="V-wing_Fighter_E">
<Variant_Of_Existing_Type>V-Wing_Fighter</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
</SpaceUnit>
<SpaceUnit Name="V-wing_Fighter_U">
<Variant_Of_Existing_Type>V-Wing_Fighter</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
<SpaceUnit Name="V-wing_Fighter_H"> <!--Used in Tutorial 8-->
<Variant_Of_Existing_Type>V-Wing_Fighter</Variant_Of_Existing_Type>
<Affiliation>Hutts</Affiliation>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet</Projectile_Types>
</SpaceUnit>
<SpaceUnit Name="Pirate_Fighter">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_PIRATE_FIGHTER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_PIRATE_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_P_PIRATEFIGHTER_SHIELD,
STAT_P_PIRATEFIGHTER_HULL,
STAT_P_PIRATEFIGHTER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_PIRATE_FIGHTER,
GALYANA_CLASS_BLANK,
STAT_P_PIRATEFIGHTER_COST,
STAT_P_PIRATEFIGHTER_TIME,
STAT_P_PIRATEFIGHTER_SHIELD,
STAT_P_PIRATEFIGHTER_HULL,
STAT_P_PIRATEFIGHTER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Y-wing TIE_Bomber Skipray_Blastboat</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Crusader_Gunship Tartan_Patrol_Cruiser Corellian_Corvette</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_black_sun_fighter.ALO</Space_Model_Name>
<Icon_Name>i_button_black_sun_fighter.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.98</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>42</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>4.3</Max_Speed>
<Min_Speed>2.5</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>4</Max_Lift>
<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>4</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>110</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>4</Damage>
<AI_Combat_Power>60</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Orange</Projectile_Types>
<!-- <Projectile_Damage>5.0</Projectile_Damage>-->
<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 3.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Fires_Forward>No</Fires_Forward>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>450.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Fighter | AntiBomber</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Fighter</Ship_Class>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>5</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Fighter</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Pirate_Fighter</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Pirate_Fighter</SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Pirate_Fighter</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Pirate_Fighter</SFXEvent_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_X_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</SpaceUnit>
<SpaceUnit Name="Pirate_Fighter_R">
<Variant_Of_Existing_Type>Pirate_Fighter</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Z-95_Headhunter_Hutts TIE_Bomber Skipray_Blastboat</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Crusader_Gunship Tartan_Patrol_Cruiser ShadowClaw_Corvette</Encyclopedia_Vulnerable_To>
<Affiliation>Rebel</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Pirate_Fighter_E">
<Variant_Of_Existing_Type>Pirate_Fighter</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Y-wing Z-95_Headhunter_Hutts Skipray_Blastboat</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Crusader_Gunship ShadowClaw_Corvette Corellian_Corvette</Encyclopedia_Vulnerable_To>
<Affiliation>Empire</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Pirate_Fighter_U">
<Variant_Of_Existing_Type>Pirate_Fighter</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Y-wing TIE_Bomber Z-95_Headhunter_Hutts</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>ShadowClaw_Corvette Tartan_Patrol_Cruiser Corellian_Corvette</Encyclopedia_Vulnerable_To>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Y-Wing_Pirate">
<Variant_Of_Existing_Type>Y-Wing</Variant_Of_Existing_Type>
<Affiliation>Pirates</Affiliation>
<Tech_Level>99</Tech_Level>
<HardPoints>HP_YWING_BOMBER_00, HP_YWING_BOMBER_01</HardPoints>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>ION_CANNON_SHOT</Type>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Y_Wing</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Cobra">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Cobra</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Cobra,
GALYANA_CLASS_BLANK,
STAT_P_COBRA_SHIELD,
STAT_P_COBRA_HULL,
STAT_P_COBRA_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Cobra,
GALYANA_CLASS_BLANK,
STAT_P_COBRA_COST,
STAT_P_COBRA_TIME,
STAT_P_COBRA_SHIELD,
STAT_P_COBRA_HULL,
STAT_P_COBRA_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>TIE_FIGHTER X-WING HUTT_V-WING_FIGHTER</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE KAVADONIA_CORVETTE</Encyclopedia_Vulnerable_To>
<Space_Model_Name>Cobra.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_COBRA.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.99</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>2.1</Scale_Factor>
<Select_Box_Scale>20</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>5.1</Max_Speed>
<Min_Speed>2.5</Min_Speed>
<Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
<Max_Rate_Of_Turn>5.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>80</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>3</Max_Lift>
<Begin_Turn_Towards_Distance>600.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
<Shield_Points>40</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Fighter</Armor_Type>
<Tactical_Health>75</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>75</AI_Combat_Power>
<Damage_Type>Damage_Strike</Damage_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Orange</Projectile_Types>
<Projectile_Fire_Pulse_Count>9</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 15.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<Fires_Forward>No</Fires_Forward>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>550.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>1</FormationOrder>
<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Fighter | AntiBomber</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Fighter</Ship_Class>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>5</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>ABILITY_COUNTDOWN, HUNT, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.1</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Fighter</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Pirate_Fighter</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Pirate_Fighter</SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Pirate_Fighter</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Pirate_Fighter</SFXEvent_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_X_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -4.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>6</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated/>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
<Unit_Ability>
<Type>HUNT</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 1.05f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Patrol_Pirate_Fighter</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
</SpaceUnit>
<SpaceUnit Name="Cobra_R">
<Variant_Of_Existing_Type>Cobra</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>TIE_INTERCEPTOR Prowler-B HUTT_V-WING_FIGHTER</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TARTAN_PATROL_CRUISER Pinance_Heavy_Corvette KAVADONIA_CORVETTE</Encyclopedia_Vulnerable_To>
<Affiliation>Rebel</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Cobra_E">
<Variant_Of_Existing_Type>Cobra</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Prowler-B X-WING HUTT_V-WING_FIGHTER</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Pinance_Heavy_Corvette CORELLIAN_CORVETTE KAVADONIA_CORVETTE</Encyclopedia_Vulnerable_To>
<Affiliation>Empire</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Cobra_U">
<Variant_Of_Existing_Type>Cobra</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>TIE_INTERCEPTOR X-WING HUTT_V-WING_FIGHTER</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE KAVADONIA_CORVETTE</Encyclopedia_Vulnerable_To>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Cobra_H">
<Variant_Of_Existing_Type>Cobra</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>TIE_INTERCEPTOR X-WING Prowler-B</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE Pinance_Heavy_Corvette</Encyclopedia_Vulnerable_To>
<Affiliation>Hutts</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Prowler-A">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Prowler_A</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Prowler_A,
GALYANA_CLASS_BLANK,
STAT_P_PROWLERA_SHIELD,
STAT_P_PROWLERA_HULL,
STAT_P_PROWLERA_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltip_Prowler_A,
GALYANA_CLASS_BLANK,
STAT_P_PROWLERA_COST,
STAT_P_PROWLERA_TIME,
STAT_P_PROWLERA_SHIELD,
STAT_P_PROWLERA_HULL,
STAT_P_PROWLERA_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Vinterdictor_Cruiser Alliance_Assault_Frigate Vengeance_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Kavadonia_Corvette Corellian_Corvette Viper</Encyclopedia_Vulnerable_To>
<Space_Model_Name>Prowler_A.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_PROWLER-A.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Population_Value>0</Population_Value>
<!-- Scale - Collision Info -->
<Mass>0.99</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>56</Select_Box_Scale>
<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.2</Max_Speed>
<Min_Speed>1.5</Min_Speed>
<Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>45</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<Max_Lift>3</Max_Lift>
<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type/>
<Shield_Points>0</Shield_Points>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Armor_Type>Armor_Bomber</Armor_Type>
<Tactical_Health>125</Tactical_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>
<!-- Damage - Targeting Info -->
<Damage>10</Damage>
<AI_Combat_Power>70</AI_Combat_Power>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<HardPoints>
HP_PROWLER-A_00,
HP_PROWLER-A_01
</HardPoints>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<!-- Formation Info -->
<Formation_Priority>1</Formation_Priority>
<FormationOrder>2</FormationOrder>
<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
<Strafe_Distance>500.0</Strafe_Distance>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Victory_Relevant>Yes</Victory_Relevant>
<Create_Team>Yes</Create_Team>
<CategoryMask>Bomber | AntiCapital</CategoryMask>
<Property_Flags>SmallShip</Property_Flags>
<Ship_Class>Bomber</Ship_Class>
<Is_Escort>No</Is_Escort>
<Is_Bomber>Yes</Is_Bomber>
<Land_Bomber_Type>Prowler_A_Bombing_Run</Land_Bomber_Type>
<Squadron_Capacity>0</Squadron_Capacity>
<Number_per_Squadron>3</Number_per_Squadron>
<Maintenance_Cost>0.1</Maintenance_Cost>
<!-- Behavior - Death Info -->
<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.15</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<!-- SFX Events -->
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Fighter</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Pirate_Fighter</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Pirate_Fighter</SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Pirate_Fighter</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Pirate_Fighter</SFXEvent_Health_Critical_Warning>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Moving>Unit_Slave1_Fly_By</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_X_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.4f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<Expiration_Seconds>10</Expiration_Seconds>
</Unit_Ability>
</Unit_Abilities_Data>
</SpaceUnit>
<SpaceUnit Name="Prowler-A_R">
<Variant_Of_Existing_Type>Prowler-A</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Vinterdictor_Cruiser Hutt_Eclipse Vengeance_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Kavadonia_Corvette Tartan_Patrol_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Affiliation>Rebel</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Prowler-A_E">
<Variant_Of_Existing_Type>Prowler-A</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Hutt_Eclipse Alliance_Assault_Frigate Vengeance_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Kavadonia_Corvette Corellian_Corvette Crusader_Gunship</Encyclopedia_Vulnerable_To>
<Affiliation>Empire</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Prowler-A_U">
<Variant_Of_Existing_Type>Prowler-A</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Vinterdictor_Cruiser Alliance_Assault_Frigate Hutt_Eclipse</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Kavadonia_Corvette Corellian_Corvette Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>
<Affiliation>Underworld</Affiliation>
</SpaceUnit>
<SpaceUnit Name="Prowler-A_H">
<Variant_Of_Existing_Type>Prowler-A</Variant_Of_Existing_Type>
<Encyclopedia_Good_Against>Vinterdictor_Cruiser Alliance_Assault_Frigate Vengeance_Frigate</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Crusader_Gunship Corellian_Corvette Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>
<Affiliation>Hutts</Affiliation>
</SpaceUnit>
</Data>

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@@ -0,0 +1,154 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<TransportUnit Name="Pirate_Shuttle_Tyderium">
<Variant_Of_Existing_Type>Shuttle_Tyderium</Variant_Of_Existing_Type>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Orange</Projectile_Types>
<Affiliation>Pirates</Affiliation>
</TransportUnit>
<TransportUnit Name="Pirate_Diplomat_Gallofree_Transport">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_GALLOFREE_TRANSPORT</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Space_Model_Name>RV_TRANSPORT.ALO</Space_Model_Name>
<Land_Model_Name>RV_TRANSPORT.ALO</Land_Model_Name>
<Icon_Name>i_button_Gallofree_Transport.tga</Icon_Name>
<Affiliation>Pirates</Affiliation>
<Population_Value>0</Population_Value>
<!-- GUI Info -->
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>200</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<!-- Transport Info -->
<Obstacle_Width>140.0</Obstacle_Width>
<Obstacle_Height>60.0</Obstacle_Height>
<Obstacle_X_Offset>-70.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-30.0</Obstacle_Y_Offset>
<Exit_Door_Angle_Degrees>90.0</Exit_Door_Angle_Degrees>
<Exit_Door_Distance>0.0</Exit_Door_Distance>
<Hover_Offset>30.0</Hover_Offset>
<Use_Special_Submit_Rules>True</Use_Special_Submit_Rules>
<Landing_Transport_Variant>Gallofree_Transport_Landing</Landing_Transport_Variant>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>300</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>500</Tactical_Health>
<Autoresolve_Health>400</Autoresolve_Health>
<Energy_Capacity>400</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>50</Override_Bounty_SP>
<Override_Bounty_MP>50</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>2</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<HardPoints>HP_Gallofree_01</HardPoints>
<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<FormationPriority>6</FormationPriority>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<!-- Galactic Info -->
<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>0</Build_Cost_Credits>
<Build_Time_Seconds>0</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<!-- Behavior - Death Info -->
<Behavior>SELECTABLE, TRANSPORT, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SELECTABLE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<TacticalBehavior>SELECTABLE</TacticalBehavior>
<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Gallofree_Transport_Death_Clone</Death_Clone>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Select>Unit_Select_Gallofree</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Gallofree</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gallofree</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Gallofree</SFXEvent_Attack>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>TARGETED_INVULNERABILITY</Type>
<Alternate_Name_Text>Galyana_Ability_Diplomatic_Immunity</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Diplomatic_Immunity</Alternate_Description_Text>
<Recharge_Seconds>60.0</Recharge_Seconds>
<GUI_Activated_Ability_Name/>
<Spawned_Object_Type>Proj_Special_Pirate_Diplomat_Instant_Invulnerability_Blast_Space</Spawned_Object_Type> <!-- 30sec -->
<Effective_Radius>500</Effective_Radius>
<Friendly_Ability>true</Friendly_Ability>
</Unit_Ability>
</Unit_Abilities_Data>
</TransportUnit>
</Data>

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,317 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<SlaveCompany Name="Bothan_Slave_Company">
<Text_ID>TEXT_INDIG_BOTHAN_CIV</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_bothan_civilian.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>6</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Bothan_Slave, Bothan_Slave, Bothan_Slave, Bothan_Slave, Bothan_Slave, Bothan_Slave, Bothan_Slave, Bothan_Slave, Bothan_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Bothan_Slave_Team</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Geonosian_Slave_Company">
<Text_ID>TEXT_INDIG_GEONOSIAN</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_geonosian.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Geonosian_Slave, Geonosian_Slave, Geonosian_Slave, Geonosian_Slave, Geonosian_Slave, Geonosian_Slave, Geonosian_Slave, Geonosian_Slave, Geonosian_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Geonosian_Slave_Container</Create_Team_Type>
<Score_Cost_Credits>40</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Gungan_Slave_Company">
<Text_ID>TEXT_INDIGENOUS_GUNGAN_SQUAD</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gungan.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>8</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Gungan_Slave, Gungan_Slave, Gungan_Slave, Gungan_Slave, Gungan_Slave, Gungan_Slave, Gungan_Slave, Gungan_Slave, Gungan_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Gungan_Slave_Container</Create_Team_Type>
<Score_Cost_Credits>2</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Mon_Calamari_Slave_Company">
<Text_ID>TEXT_INDIG_MONCAL_CIV</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_moncalciv.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Mon_Calamari_Slave, Mon_Calamari_Slave, Mon_Calamari_Slave, Mon_Calamari_Slave, Mon_Calamari_Slave, Mon_Calamari_Slave, Mon_Calamari_Slave, Mon_Calamari_Slave, Mon_Calamari_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>MonCal_Slave_Team</Create_Team_Type>
<Score_Cost_Credits>25</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Pyngani_Slave_Company">
<Text_ID>TEXT_INDIG_PYNGANI</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gmale_snow.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>13</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Pyngani_Slave, Pyngani_Slave, Pyngani_Slave, Pyngani_Slave, Pyngani_Slave, Pyngani_Slave, Pyngani_Slave, Pyngani_Slave, Pyngani_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Pyngani_Slave_Container</Create_Team_Type>
<Score_Cost_Credits>30</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Sullustan_Slave_Company">
<Text_ID>TEXT_INDIG_SULLUSTAN</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_sullustan.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>10</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Sullustan_Slave, Sullustan_Slave, Sullustan_Slave, Sullustan_Slave, Sullustan_Slave, Sullustan_Slave, Sullustan_Slave, Sullustan_Slave, Sullustan_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Sullustan_Slave_Container</Create_Team_Type>
<Score_Cost_Credits>25</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Trandoshan_Slave_Company">
<Text_ID>UEAW_UNIT_TRANDOSHAN</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_generic_Trandoshan.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>72</Damage>
<Autoresolve_Health>30</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>12</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Trandoshan_Slave, Trandoshan_Slave, Trandoshan_Slave, Trandoshan_Slave, Trandoshan_Slave, Trandoshan_Slave, Trandoshan_Slave, Trandoshan_Slave, Trandoshan_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Trandoshan_Slave_Container</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Twilek_Slave_Company">
<Text_ID>TEXT_INDIG_TWILEK_CIV</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_Twilek.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>60</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>12</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Twilek_Slave, Twilek_Slave, Twilek_Slave, Twilek_Slave, Twilek_Slave, Twilek_Slave, Twilek_Slave, Twilek_Slave, Twilek_Slave</Company_Units>
<Victory_Relevant>No</Victory_Relevant>
<Score_Cost_Credits>35</Score_Cost_Credits>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Twilek_Slave_Container</Create_Team_Type>
<Population_Value>1</Population_Value>
</SlaveCompany>
<SlaveCompany Name="Wookiee_Slave_Company">
<Text_ID>TEXT_INDIGENOUS_WOOKIE_PARTY</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Icon_Name>i_button_generic_wookie.tga</Icon_Name>
<Is_Dummy>Yes</Is_Dummy>
<Damage>72</Damage>
<Autoresolve_Health>30</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<GUI_Row>0</GUI_Row>
<Build_Cost_Credits>100</Build_Cost_Credits>
<Build_Time_Seconds>12</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Wookiee_Slave, Wookiee_Slave, Wookiee_Slave, Wookiee_Slave, Wookiee_Slave, Wookiee_Slave, Wookiee_Slave, Wookiee_Slave, Wookiee_Slave</Company_Units>
<Max_Squad_Size>3</Max_Squad_Size>
<Create_Team_Type>Wookie_Slave_Container</Create_Team_Type>
<Score_Cost_Credits>20</Score_Cost_Credits>
<Population_Value>1</Population_Value>
</SlaveCompany>
</Data>

View File

@@ -0,0 +1,983 @@
<?xml version="1.0" encoding="utf-8"?>
<Data>
<Slave_Unit Name="Bothan_Slave">
<Text_ID>TEXT_INDIG_BOTHAN_CIV</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Land_Model_Name>NI_Bothan.ALO</Land_Model_Name>
<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name>
<Icon_Name>i_button_bothan_civilian.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>10</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Is_Squashable>true</Is_Squashable>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>3</Damage>
<Tactical_Health>20</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Projectile_Types>Proj_Infantry_Blaster_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Bothan</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Bothan</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Bothan</SFXEvent_Attack>
<SFXEvent_Assist_Move>Unit_Assist_Move_Bothan</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Bothan</SFXEvent_Assist_Attack>
<SFXEvent_Guard>Unit_Guard_Bothan</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
<Idle_Chase_Range>500.0</Idle_Chase_Range>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Attack_Move_Response_Range>500.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>5</AI_Combat_Power>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Bothan_Civ_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Bothan_Civ_Force_Lightning_Death_Clone</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Create_Team>True</Create_Team>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Geonosian_Slave">
<Text_ID>TEXT_INDIG_GEONOSIAN</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Land_Model_Name>NI_Geonosian.ALO</Land_Model_Name>
<Icon_Name>i_button_geonosian.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Max_Speed>2</Max_Speed>
<Max_Rate_Of_Turn>50.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>None</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.25</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<FormationRaggedness>.9</FormationRaggedness>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>5</Damage>
<Tactical_Health>5</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Projectile_Types>Proj_Indigenous_Geonosian_Sonic_Blaster</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>16.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Ambient_Geonosian_Random_Chatter</SFXEvent_Select>
<SFXEvent_Move>Ambient_Geonosian_Random_Chatter</SFXEvent_Move>
<SFXEvent_Attack>Ambient_Geonosian_Random_Chatter</SFXEvent_Attack>
<SFXEvent_Guard>Ambient_Geonosian_Random_Chatter</SFXEvent_Guard>
<SFXEvent_Assist_Move>Ambient_Geonosian_Random_Chatter</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Ambient_Geonosian_Random_Chatter</SFXEvent_Assist_Attack>
<SFXEvent_Fire>Unit_Geonosian_Fire</SFXEvent_Fire>
<SFXEvent_Engine_Idle_Loop>Unit_Geonosian_Idle_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Geonosian_Moving_Loop</SFXEvent_Engine_Moving_Loop>
<Death_SFXEvent_Start_Die>Unit_Geonosian_Death</Death_SFXEvent_Start_Die>
<SFXEvent_Ambient_Moving>Ambient_Geonosian_Random_Chatter</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>3</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>5</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<Idle_Chase_Range>50.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<MovementClass>Hover</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Geonosian_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Geonosian_Force_Lightning_Death_Clone</Death_Clone>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>No</Is_Squashable>
<Create_Team>True</Create_Team>
<AI_Combat_Power>5</AI_Combat_Power>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.3</Death_Persistence_Duration>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Gungan_Slave">
<Text_ID>TEXT_INDIG_GUNGAN</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Land_Model_Name>NI_Gungan.ALO</Land_Model_Name>
<Icon_Name>i_button_gungan.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>5</Damage>
<Tactical_Health>20</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Projectile_Types>Proj_Indigenous_Gungan_Energy_Grenade</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Appearance_Delay_Frames>8</Projectile_Appearance_Delay_Frames>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Gungan</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Gungan</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Gungan</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Gungan</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Gungan</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Attack_Gungan</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
<Idle_Chase_Range>500.0</Idle_Chase_Range>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Attack_Move_Response_Range>500.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>6</AI_Combat_Power>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Gungan_Warrior_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Gungan_Warrior_Force_Lightning_Death_Clone</Death_Clone>
<Death_Clone>Damage_Crush, Gungan_Warrior_Crush_Death_Clone</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Create_Team>True</Create_Team>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Mon_Calamari_Slave">
<Text_ID>TEXT_INDIG_MONCAL_CIV</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Land_Model_Name>NI_MonCalCiv.ALO</Land_Model_Name>
<Land_Model_Anim_Override_Name>NI_GMale_Urban_A.ALO</Land_Model_Anim_Override_Name>
<Icon_Name>i_button_moncalciv.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>3</Damage>
<Tactical_Health>20</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Projectile_Types>Proj_Infantry_Blaster_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Calamarian</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Calamarian</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Calamarian</SFXEvent_Attack>
<SFXEvent_Assist_Move>Unit_Assist_Move_Calamarian</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Calamarian</SFXEvent_Assist_Attack>
<SFXEvent_Guard>Unit_Guard_Calamarian</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
<Idle_Chase_Range>500.0</Idle_Chase_Range>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Attack_Move_Response_Range>500.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>5</AI_Combat_Power>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Mon_Calamari_Civilian_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Mon_Calamari_Civilian_Force_Lightning_Death_Clone</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Create_Team>True</Create_Team>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Pyngani_Slave">
<Land_Model_Anim_Override_Name>NI_GMale_Urban_A.ALO</Land_Model_Anim_Override_Name>
<Text_ID>TEXT_INDIG_PYNGANI</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Land_Model_Name>NI_gmale_snow.ALO</Land_Model_Name>
<Icon_Name>i_button_gmale_snow.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, INDIGENOUS_UNIT, HARASS</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>10</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>12.0</Rotation_Animation_Speed>
<Max_Speed>0.7</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>3</Damage>
<Tactical_Health>25</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Projectile_Types>Proj_Indigenous_Pyngani_Carbonite_Gun</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.5</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 4.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Civilian</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Civilian</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Civilian</SFXEvent_Attack>
<SFXEvent_Assist_Move>Unit_Assist_Move_Civilian</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Civilian</SFXEvent_Assist_Attack>
<SFXEvent_Guard>Unit_Guard_Civilian</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Pyngani_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Guard_Chase_Range>100.0</Guard_Chase_Range>
<Attack_Move_Response_Range>100.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>5</AI_Combat_Power>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Pyngani_Warrior_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Pyngani_Warrior_Force_Lightning_Death_Clone</Death_Clone>
<Death_Clone>Damage_Crush, Pyngani_Warrior_Crush_Death_Clone</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Sullustan_Slave">
<Text_ID>TEXT_INDIG_SULLUSTAN</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Land_Model_Name>NI_Sullustan.ALO</Land_Model_Name>
<Icon_Name>i_button_sullustan.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>12.0</Rotation_Animation_Speed>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>3</Damage>
<Tactical_Health>20</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Projectile_Types>Proj_Infantry_Blaster_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Sullustan</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Sullustan</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Sullustan</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Sullustan</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Sullustan</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Sullustan</SFXEvent_Assist_Attack>
<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Guard_Chase_Range>100.0</Guard_Chase_Range>
<Attack_Move_Response_Range>100.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>5</AI_Combat_Power>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Sullustan_Civilian_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Sullustan_Civilian_Force_Lightning_Death_Clone</Death_Clone>
<Death_Clone>Damage_Crush, Sullustan_Civilian_Crush_Death_Clone</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Create_Team>True</Create_Team>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Trandoshan_Slave">
<LOD_Bias>5</LOD_Bias>
<Text_ID>UEAW_UNIT_TRANDOSHAN</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Land_Model_Name>UI_Bossk.alo</Land_Model_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Icon_Name>i_button_generic_Trandoshan.tga</Icon_Name>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Movement_Animation_Speed>1</Movement_Animation_Speed>
<Walk_Animation_Speed>.43</Walk_Animation_Speed>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>3.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>3.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>8</Damage>
<Tactical_Health>70</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Projectile_Types>Proj_Infantry_Blaster_Yellow</Projectile_Types>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Bossk</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Bossk</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Bossk</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Bossk</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Bossk</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
<SFXEvent_Group_Move>Unit_Move_Bossk</SFXEvent_Group_Move>
<SFXEvent_Group_Attack>Unit_Attack_Bossk</SFXEvent_Group_Attack>
<SFXEvent_Health_Low_Warning>Unit_Health_Low_Bossk</SFXEvent_Health_Low_Warning>
<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Bossk</SFXEvent_Health_Critical_Warning>
<Death_SFXEvent_Start_Die>Unit_Defeat_Bossk</Death_SFXEvent_Start_Die>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Tall_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Tall_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Tall_Melt_Death_Clone_00</Death_Clone>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>no</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>No</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Create_Team>True</Create_Team>
<Create_Team_Type>Trandoshan_Slave_Container</Create_Team_Type>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>7</AI_Combat_Power>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Twilek_Slave">
<Text_ID>TEXT_INDIG_TWILEK_CIV</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Land_Model_Name>NI_Twilek_F.ALO</Land_Model_Name>
<Icon_Name>i_button_Twilek.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>12.0</Rotation_Animation_Speed>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>3</Damage>
<Tactical_Health>20</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Projectile_Types>Proj_Infantry_Blaster_Yellow</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Twilek</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Twilek</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Twilek</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Twilek</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Twilek</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_Twilek</SFXEvent_Assist_Attack>
<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die/>
<Idle_Chase_Range>100.0</Idle_Chase_Range>
<Guard_Chase_Range>100.0</Guard_Chase_Range>
<Attack_Move_Response_Range>100.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>5</AI_Combat_Power>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Twilek_Female_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Twilek_Female_Force_Lightning_Death_Clone</Death_Clone>
<Death_Clone>Damage_Crush, Twilek_Female_Crush_Death_Clone</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
<Slave_Unit Name="Wookiee_Slave">
<LOD_Bias>5</LOD_Bias>
<Text_ID>TEXT_INDIG_WOOKIE</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SLAVE</Encyclopedia_Unit_Class>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_TOOLTIP_SLAVE TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
<Land_Model_Name>RI_Wookiee01.alo</Land_Model_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>0</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Icon_Name>i_button_generic_wookie.tga</Icon_Name>
<Influences_Capture_Point>True</Influences_Capture_Point>
<Movement_Animation_Speed>1</Movement_Animation_Speed>
<Walk_Animation_Speed>.43</Walk_Animation_Speed>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>3.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>3.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<Min_Speed>.1</Min_Speed>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.1</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Underworld</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry</Armor_Type>
<Damage>8</Damage>
<Tactical_Health>70</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Projectile_Types>Proj_Indigenous_Wookiee_Bowcaster</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 8.0</Targeting_Fire_Inaccuracy>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Wookie</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Wookie</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Wookie</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Wookie</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_Wookie</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Attack_Wookie</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Wookie_Death</Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_Chewie_Blaster_Fire</SFXEvent_Fire>
<SFXEvent_Ambient_Moving>Ambient_Wookie_Random_Chatter</SFXEvent_Ambient_Moving>
<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Tall_Disruptor_Death_Clone_00</Death_Clone>
<Death_Clone>Damage_Infantry_Disruptor, Infantry_Tall_Disruptor_Death_Clone_01</Death_Clone>
<Death_Clone>Damage_Infection, Infantry_Tall_Melt_Death_Clone_00</Death_Clone>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>no</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>No</Is_Squashable>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Create_Team>True</Create_Team>
<Create_Team_Type>Wookie_Team</Create_Team_Type>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<AI_Combat_Power>7</AI_Combat_Power>
<Movie_Object>false</Movie_Object>
</Slave_Unit>
</Data>

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<?xml version="1.0" encoding="utf-8"?>
<Data>
<GenericHeroUnit Name="Generic_Probe_Droid">
<Text_ID>TEXT_HERO_UNIT_PROBE_DROID</Text_ID>
<GUI_Row>1</GUI_Row>
<Icon_Name>i_button_scout_droid.tga</Icon_Name>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Sprite>No</Is_Sprite>
<Type>Walk</Type>
<Affiliation>Empire</Affiliation>
<Political_Control>0</Political_Control>
<Size_Value>75</Size_Value>
<!--<Damage>2</Damage>-->
<Autoresolve_Health>30</Autoresolve_Health>
<Is_Generic_Hero>Yes</Is_Generic_Hero>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>
<SFXEvent_Move>Unit_Galactic_Report_Probot</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Galactic_Report_Probot</SFXEvent_Fleet_Move>
<Neutralization_Cost>20.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>Yes</Can_Be_Neutralized_By_Minor_Heroes>
<!--When a probe droid is moved by itself, it must activate its Spy ability at its destination.-->
<Can_Hyperspace_Without_Activating_Ability>No</Can_Hyperspace_Without_Activating_Ability>
<Encyclopedia_Text>TEXT_TOOLTIP_PROBE_DROID</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
<CategoryMask>NonCombatHero</CategoryMask>
<Ranking_In_Category>22</Ranking_In_Category>
<Abilities SubObjectList="Yes">
<Galactic_Stealth_Ability Name="Probe_Droid_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
<System_Spy_Ability Name="Probe_Droid_System_Spy">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Ground_Activated</Activation_Style>
<Causes_Despawn>Yes</Causes_Despawn>
<Duration_In_Secs>120.0</Duration_In_Secs>
<See_Base_Levels>Yes</See_Base_Levels>
<See_Credit_Income>No</See_Credit_Income>
<See_Credit_Income_Breakdown>No</See_Credit_Income_Breakdown>
<See_Num_Fleets>Yes</See_Num_Fleets>
<See_Fleet_Contents>Yes</See_Fleet_Contents>
<See_Num_Ground_Companies>Yes</See_Num_Ground_Companies>
<See_Ground_Company_Contents>Yes</See_Ground_Company_Contents>
<See_Special_Structures>Yes</See_Special_Structures>
<See_Political_Control>Yes</See_Political_Control>
<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
<See_Current_Production>No</See_Current_Production>
<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
</System_Spy_Ability>
</Abilities>
</GenericHeroUnit>
<HeroCompany Name="Probe_Droid_Team">
<GUI_Row>0</GUI_Row>
<Text_ID>TEXT_HERO_UNIT_PROBE_DROID</Text_ID>
<Is_Dummy>Yes</Is_Dummy>
<Affiliation>Empire</Affiliation>
<Build_Cost_Credits>50</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Build_Tab_Heroes>Yes</Build_Tab_Heroes>
<Combat_Power_Value>0</Combat_Power_Value>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>1</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
<Company_Units>Generic_Probe_Droid</Company_Units>
<Icon_Name>i_button_scout_droid.tga</Icon_Name>
<Is_Generic_Hero>Yes</Is_Generic_Hero>
<Is_Stealth_Company>Yes</Is_Stealth_Company>
<SFXEvent_Build_Complete>Unit_Galactic_Announce_Probot</SFXEvent_Build_Complete>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Move>Unit_Galactic_Move_Probot</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Galactic_Move_Probot</SFXEvent_Fleet_Move>
<Encyclopedia_Text>TEXT_TOOLTIP_PROBE_DROID</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
<CategoryMask>NonCombatHero</CategoryMask>
<Population_Value>1</Population_Value>
</HeroCompany>
<GroundVehicle Name="Scavenger_Droid">
<LOD_Bias>4</LOD_Bias>
<Text_ID>TEXT_UNIT_SCAVENGER_DROID</Text_ID>
<Encyclopedia_Good_Against>TIE_Crawler T2B_Tank</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>E_Ground_Magnepulse_Cannon Plex_Soldier</Encyclopedia_Vulnerable_To>
<Encyclopedia_Text>TEXT_TOOLTIP_SCAVENGER_DROID</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
<Icon_Name>i_button_atst.tga</Icon_Name>
<Land_Model_Name>EV_AT-ST.ALO</Land_Model_Name>
<Select_Box_Scale>30</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, TARGETING, IDLE, WEAPON, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Garrison_Category>Vehicle</Garrison_Category>
<Ranking_In_Category>7</Ranking_In_Category>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Movement_Animation_Speed>0.8117</Movement_Animation_Speed>
<Rotation_Animation_Speed>2.2</Rotation_Animation_Speed>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>7.5</Max_Rate_Of_Turn>
<Stopped_Rate_Of_Turn>7.5</Stopped_Rate_Of_Turn>
<Walk_Transition>Yes</Walk_Transition>
<Has_Pre_Turn_Anim>yes</Has_Pre_Turn_Anim>
<Min_Speed_Fraction_For_Turn>.1</Min_Speed_Fraction_For_Turn>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
<Custom_Hard_XExtent>8.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>
<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
<FormationOrder>4</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<FormationSpacing>1</FormationSpacing>
<FormationRaggedness>2.5</FormationRaggedness>
<MaxJiggleDistance>5</MaxJiggleDistance>
<Locomotor_Has_Animation_Priority>yes</Locomotor_Has_Animation_Priority>
<Attack_Animation_Is_Overlay>yes</Attack_Animation_Is_Overlay>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Deploys>No</Deploys>
<Affiliation>Underworld</Affiliation>
<Size_Value>75</Size_Value>
<Armor_Type>Armor_Walker</Armor_Type>
<Damage>6</Damage>
<Shield_Points>50</Shield_Points>
<Tactical_Health>400</Tactical_Health>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Energy_Capacity>999</Energy_Capacity>
<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Autoresolve_Health>200</Autoresolve_Health>
<Projectile_Types>Proj_Vehicle_AI_Laser_Yellow</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust><!--18-->
<Turret_Rotate_Extent_Degrees>90</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
<Death_Explosions>Small_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Select>Unit_Select_AT_ST</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_AT_ST</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_AT_ST</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_AT_ST</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_AT_ST</SFXEvent_Guard>
<SFXEvent_Fire>Unit_AT_ST_Fire</SFXEvent_Fire>
<SFXEvent_Assist_Move>Unit_Assist_Move_AT_ST</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_AT_ST</SFXEvent_Assist_Attack>
<SFXEvent_Unit_Lost>UHD_Unit_Destroyed</SFXEvent_Unit_Lost>
<SFXEvent_Tactical_Build_Started>UHD_Reinforcements_En_Route</SFXEvent_Tactical_Build_Started>
<SFXEvent_Tactical_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Tactical_Build_Complete>
<SFXEvent_Tactical_Build_Cancelled>UHD_Reinforcements_Cancelled</SFXEvent_Tactical_Build_Cancelled>
<CategoryMask>Vehicle | AntiVehicle</CategoryMask>
<MovementClass>Walker</MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Overall_Length>20.0</Overall_Length><!--Hand tweaked for vehicle pitching up and down on terrain-->
<Overall_Width>0.0</Overall_Width><!--0.0 means don't roll left and right on terrain-->
<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
<AI_Combat_Power>70</AI_Combat_Power>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Guard_Chase_Range>200.0</Guard_Chase_Range>
<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set>
<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>
<Weather_Category>Walker</Weather_Category>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Score_Cost_Credits>37.5</Score_Cost_Credits>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
</GroundVehicle>
<GroundCompany Name="Scavenger_Droid_Company">
<Text_ID>TEXT_SCAVENGER_DROID_COMPANY</Text_ID>
<Encyclopedia_Good_Against>TIE_Crawler T2B_Tank</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>E_Ground_Magnepulse_Cannon Plex_Soldier</Encyclopedia_Vulnerable_To>
<Encyclopedia_Text>TEXT_TOOLTIP_SCAVENGER_DROID</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
<Icon_Name>i_button_spha_t.tga</Icon_Name>
<GUI_Row>1</GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Damage>60</Damage>
<Autoresolve_Health>100</Autoresolve_Health>
<Affiliation>Underworld</Affiliation>
<Build_Cost_Credits>1000</Build_Cost_Credits>
<Build_Time_Seconds>80</Build_Time_Seconds>
<Build_Time_Reduced_By_Multiple_Factories>Yes</Build_Time_Reduced_By_Multiple_Factories>
<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
<Tech_Level>99</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>U_Ground_Droid_Works</Required_Special_Structures>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>6</Formation_Priority>
<Is_Escort>no</Is_Escort>
<Ship_Class>infantry</Ship_Class>
<Company_Transport_Unit>Underworld_Infantry_Droid_Shuttle</Company_Transport_Unit>
<Company_Units>Scavenger_Droid, Scavenger_Droid, Scavenger_Droid</Company_Units>
<Max_Squad_Size>1</Max_Squad_Size>
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_SPMAT</SFXEvent_Build_Complete>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_SPMAT</SFXEvent_Fleet_Move>
<Score_Cost_Credits>650</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Population_Value>1</Population_Value>
<Cheap_Bribe_Cost>50</Cheap_Bribe_Cost>
<Expensive_Bribe_Cost>100</Expensive_Bribe_Cost>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>1100</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>UC_Level_Three_Tech_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
</GroundCompany>
<GroundVehicle Name="Gas_Collection_Droid">
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Text_ID>TEXT_UNIT_UNDERWORLD_GAS_COLLECTION_DROID</Text_ID>
<Encyclopedia_Good_Against/>
<Encyclopedia_Vulnerable_To/>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
<Land_Model_Name>w_bespin_collector_DROID.ALO</Land_Model_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>ABILITY_COUNTDOWN, WALK_LOCOMOTOR, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, AFFECTED_BY_SHIELD, UNIT_AI</LandBehavior>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Mass>1.0</Mass>
<Ranking_In_Category>8</Ranking_In_Category>
<Movement_Animation_Speed>0.6</Movement_Animation_Speed>
<Max_Speed>2.5</Max_Speed>
<Max_Rate_Of_Turn>8.0</Max_Rate_Of_Turn>
<Custom_Hard_XExtent>3.5</Custom_Hard_XExtent>
<Custom_Hard_YExtent>3.5</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Vehicle</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<OverrideAcceleration>.2</OverrideAcceleration>
<OverrideDeceleration>.2</OverrideDeceleration>
<FormationOrder>3</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Garrison_Category>Infantry</Garrison_Category>
<Armor_Type>Armor_Infantry</Armor_Type>
<Scale_Factor>1.5</Scale_Factor>
<Is_Sprite>No</Is_Sprite>
<Type>Walk</Type>
<Deploys>No</Deploys>
<Affiliation>Underworld</Affiliation>
<Size_Value>10</Size_Value>
<Damage>4</Damage>
<Sensor_Range>200</Sensor_Range>
<Shield_Points>0</Shield_Points>
<Tactical_Health>20</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>0</Energy_Capacity>
<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
<Victory_Relevant>no</Victory_Relevant>
<Projectile_Types/>
<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<CategoryMask>Vehicle</CategoryMask>
<MovementClass>Infantry</MovementClass>
<Influences_Capture_Point>False</Influences_Capture_Point>
<SFXEvent_Select>Unit_Select_MPTL_Spotter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_MPTL_Spotter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_MPTL_Spotter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_MPTL_Spotter</SFXEvent_Guard>
<SFXEvent_Assist_Move>Unit_Assist_Move_MPTL_Spotter</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>Unit_Assist_Attack_MPTL_Spotter</SFXEvent_Assist_Attack>
<SFXEvent_Fire>Unit_MPTL_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die>Unit_Speeder_Bike_Death_SFX</Death_SFXEvent_Start_Die>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Death_Explosions_End>Small_Explosion_Land</Death_Explosions_End>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
<Remove_Upon_Death>true</Remove_Upon_Death>
<OccupationStyle>1x1</OccupationStyle>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<AI_Combat_Power>3</AI_Combat_Power>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<Surface_Type_Cover_Damage_Shield>.25</Surface_Type_Cover_Damage_Shield>
<Weather_Category>Hover</Weather_Category>
<Icon_Name>i_button_collector_droid.tga</Icon_Name>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Score_Cost_Credits>30</Score_Cost_Credits>
<Tactical_Bribe_Cost>10</Tactical_Bribe_Cost>
</GroundVehicle>
<GroundVehicle Name="Gas_Collection_Droid_Full">
<Variant_Of_Existing_Type>Gas_Collection_Droid</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_UNDERWORLD_GAS_COLLECTION_DROID_FULL</Text_ID>
<Scale_Factor>2.25</Scale_Factor>
</GroundVehicle>
<GroundInfantry Name="General_Dodonna_Story">
<Text_ID>TEXT_HERO_GENERAL_DODONNA</Text_ID>
<Land_Model_Name>NI_Gmale_swamp_A.ALO</Land_Model_Name>
<Land_Model_Anim_Override_Name>NI_GMale_Urban_A.ALO</Land_Model_Anim_Override_Name>
<Icon_Name>i_button_fleet_commander.tga</Icon_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,REVEAL,HIDE_WHEN_FOGGED</LandBehavior>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>10</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<GUI_Bracket_Width>5</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Is_Combustible>yes</Is_Combustible>
<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
<Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning>
<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Max_Speed>1</Max_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>.5</FormationSpacing>
<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
<OverrideAcceleration>.1</OverrideAcceleration>
<OverrideDeceleration>.25</OverrideDeceleration>
<FormationOrder>2</FormationOrder>
<FormationGrouping>Standard</FormationGrouping>
<Scale_Factor>1.5</Scale_Factor>
<Affiliation>Rebel</Affiliation>
<Required_Timeline>0</Required_Timeline>
<IsBuildable>No</IsBuildable>
<Size_Value>10</Size_Value>
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Damage>1</Damage>
<Tactical_Health>100</Tactical_Health>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Land_FOW_Reveal_Range>120.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
<Idle_Chase_Range>500.0</Idle_Chase_Range>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Attack_Move_Response_Range>500.0</Attack_Move_Response_Range>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<MovementClass>Infantry</MovementClass>
<CategoryMask>Infantry</CategoryMask>
<Victory_Relevant>No</Victory_Relevant>
<Weather_Category>Infantry</Weather_Category>
<Death_Clone>Damage_Force_Whirlwind, Prisoner_Rebel_Force_Whirlwind_Death_Clone</Death_Clone>
<Death_Clone>Damage_Force_Lightning, Prisoner_Rebel_Force_Lightning_Death_Clone</Death_Clone>
<Score_Cost_Credits>0</Score_Cost_Credits>
<OccupationStyle>1x1</OccupationStyle>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>SPREAD_OUT</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
</Unit_Ability>
</Unit_Abilities_Data>
</GroundInfantry>
<HeroCompany Name="Rebel_Refugee_Team">
<GUI_Row>1</GUI_Row>
<Text_ID>TEXT_UNIT_REBEL_REFUGEE</Text_ID>
<Is_Dummy>Yes</Is_Dummy>
<Affiliation>Rebel</Affiliation>
<Combat_Power_Value>0</Combat_Power_Value>
<Tech_Level>0</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit>
<Company_Units>Rebel_Refugee</Company_Units>
<Icon_Name>i_button_field_commander.tga</Icon_Name>
<Is_Generic_Hero>Yes</Is_Generic_Hero>
<Is_Stealth_Company>Yes</Is_Stealth_Company>
<Encyclopedia_Text>TEXT_TOOLTIP_REBEL_REFUGEE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<CategoryMask>NonCombatHero</CategoryMask>
</HeroCompany>
<GenericHeroUnit Name="Rebel_Refugee">
<Text_ID>TEXT_UNIT_REBEL_REFUGEE</Text_ID>
<GUI_Row>1</GUI_Row>
<Icon_Name>i_button_field_commander.tga</Icon_Name>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Sprite>No</Is_Sprite>
<Type>Walk</Type>
<Affiliation>Rebel</Affiliation>
<Political_Control>0</Political_Control>
<Size_Value>75</Size_Value>
<!--<Damage>2</Damage>-->
<Autoresolve_Health>30</Autoresolve_Health>
<Is_Generic_Hero>Yes</Is_Generic_Hero>
<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>
<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>
<Neutralization_Cost>100.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>Yes</Can_Be_Neutralized_By_Minor_Heroes>
<!--When a probe droid is moved by itself, it must activate its Spy ability at its destination.-->
<Can_Hyperspace_Without_Activating_Ability>No</Can_Hyperspace_Without_Activating_Ability>
<Abilities SubObjectList="Yes">
<Galactic_Stealth_Ability Name="Rebel_Refugee_Galactic_Stealth">
<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
</Galactic_Stealth_Ability>
</Abilities>
<Encyclopedia_Text>TEXT_TOOLTIP_REBEL_REFUGEE</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS</Encyclopedia_Unit_Class>
<Death_Fade_Time>0.25</Death_Fade_Time>
<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
</GenericHeroUnit>
<GenericHeroUnit Name="R_General_Rieekan_Commander">
<Text_ID>TEXT_APRIL25DEMO_06</Text_ID>
<GUI_Row>1</GUI_Row>
<Land_Model_Name>RI_Fieldcommander.ALO</Land_Model_Name>
<Icon_Name>i_button_field_commander.tga</Icon_Name>
<Mass>1.0</Mass>
<Scale_Factor>1.5</Scale_Factor>
<Is_Sprite>No</Is_Sprite>
<Affiliation>Rebel</Affiliation>
<Political_Control>0</Political_Control>
<Size_Value>75</Size_Value>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Mass>1.0</Mass>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Armor_Type>Armor_Infantry_Hero</Armor_Type>
<Max_Speed>0.8</Max_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
<Space_Layer>Land</Space_Layer>
<UnitCollisionClass>Infantry</UnitCollisionClass>
<FormationSpacing>0.5</FormationSpacing>
<Scale_Factor>1.5</Scale_Factor>
<Is_Sprite>No</Is_Sprite>
<Shield_Points>0</Shield_Points>
<Autoresolve_Health>30</Autoresolve_Health>
<Tactical_Health>100</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>0</Energy_Capacity>
<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
<Victory_Relevant>yes</Victory_Relevant>
<Damage>4</Damage>
<Projectile_Types>Proj_Infantry_Sniper_Red</Projectile_Types>
<Land_FOW_Reveal_Range>75.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 3.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
<SFXEvent_Select>Unit_Select_Plex_Soldier</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Plex_Soldier</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Plex_Soldier</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Plex_Soldier</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Plex_Soldier_Fire</SFXEvent_Fire>
<CategoryMask>LandHero</CategoryMask>
<MovementClass>Infantry</MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
<No_Reflection_Below_Detail_Level>2</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>2</No_Refraction_Below_Detail_Level>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Create_Team>No</Create_Team>
<Select_Box_Scale>27</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Is_Generic_Hero>Yes</Is_Generic_Hero>
<Execute_Script_On_Type>true</Execute_Script_On_Type>
<Lua_Script>FieldCommander</Lua_Script>
<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
<AI_Combat_Power>50</AI_Combat_Power>
<Neutralization_Cost>100.0</Neutralization_Cost>
<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
<Can_Be_Neutralized_By_Minor_Heroes>Yes</Can_Be_Neutralized_By_Minor_Heroes>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Abilities SubObjectList="Yes">
<Enhance_Defense_Ability Name="Rieekan_Enhance_Defense">
<Activation_Style>Ground_Automatic</Activation_Style>
<Enhancement_Percentage>0.25</Enhancement_Percentage>
<Apply_To_All_Allies>No</Apply_To_All_Allies>
<Stacking_Category>0</Stacking_Category>
<Unit_Strength_Category>Vehicle | Air | Infantry</Unit_Strength_Category>
</Enhance_Defense_Ability>
<Battlefield_Modifier_Ability Name="Rieekan_FOW_Increase">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Ground_Automatic</Activation_Style>
<FOW_Reveal_Range_Multiplier>1.5</FOW_Reveal_Range_Multiplier>
<Apply_To_All_Allies>Yes</Apply_To_All_Allies>
<Stacking_Category>0</Stacking_Category>
</Battlefield_Modifier_Ability>
</Abilities>
</GenericHeroUnit>
</Data>

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<?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>