Initial commit
This commit is contained in:
567
DATA/XML/UNITS/CONSORTIUM_CORVETTES.XML
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567
DATA/XML/UNITS/CONSORTIUM_CORVETTES.XML
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<?xml version="1.0" encoding="utf-8"?>
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<Data>
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<SpaceUnit Name="Crusader_Gunship">
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<!-- Encyclopedia Info -->
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<Text_ID>TEXT_UNIT_CRUSADER_GUNSHIP</Text_ID>
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<Encyclopedia_Text>
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TEXT_TOOLTIP_CRUSADER_GUNSHIP,
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GALYANA_CLASS_BLANK,
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STAT_U_CRUSADER_SHIELD,
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STAT_U_CRUSADER_HULL,
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STAT_U_CRUSADER_SPEED
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</Encyclopedia_Text>
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<MP_Encyclopedia_Text>
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TEXT_TOOLTIP_CRUSADER_GUNSHIP,
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GALYANA_CLASS_BLANK,
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STAT_U_CRUSADER_COST,
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STAT_U_CRUSADER_TIME,
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STAT_U_CRUSADER_SHIELD,
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STAT_U_CRUSADER_HULL,
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STAT_U_CRUSADER_SPEED
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</MP_Encyclopedia_Text>
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<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
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<Encyclopedia_Good_Against>X-wing TIE_Fighter V-Wing_Fighter</Encyclopedia_Good_Against>
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<Encyclopedia_Vulnerable_To>Alliance_Assault_Frigate Victory_Destroyer Hutt_Pirate_Frigate</Encyclopedia_Vulnerable_To>
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<Space_Model_Name>UV_CrusaderClassCorvette.ALO</Space_Model_Name>
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<Icon_Name>i_button_Crusader.tga</Icon_Name>
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<Affiliation>Underworld</Affiliation>
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<Population_Value>3</Population_Value>
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<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
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<!-- GUI Info -->
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<GUI_Row>1</GUI_Row>
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<!-- Scale - Collision Info -->
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<Mass>0.9995</Mass>
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<Size_Value>120</Size_Value>
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<Scale_Factor>0.56</Scale_Factor>
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<Select_Box_Scale>260</Select_Box_Scale>
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<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
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<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
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<!-- Movement Info -->
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<MovementClass>Space</MovementClass>
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<Max_Speed>3.2</Max_Speed>
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<Max_Rate_Of_Turn>1.6</Max_Rate_Of_Turn>
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<Max_Rate_Of_Roll>0.8</Max_Rate_Of_Roll>
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<Bank_Turn_Angle>15</Bank_Turn_Angle>
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<Max_Thrust>0.8</Max_Thrust>
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<OverrideAcceleration>.065</OverrideAcceleration>
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<OverrideDeceleration>.065</OverrideDeceleration>
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<Hyperspace>Yes</Hyperspace>
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<Hyperspace_Speed>1.0</Hyperspace_Speed>
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<!-- Statistics Info -->
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<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
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<Shield_Points>800</Shield_Points>
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<Shield_Refresh_Rate>12</Shield_Refresh_Rate>
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<Armor_Type>Armor_Corvette</Armor_Type> <!--Armor_Corvette_Heavy-->
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<Tactical_Health>800</Tactical_Health>
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<Autoresolve_Health>800</Autoresolve_Health>
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<Energy_Capacity>1500</Energy_Capacity>
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<Energy_Refresh_Rate>150</Energy_Refresh_Rate>
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<!-- Damage - Targeting Info -->
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<Damage>20</Damage>
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<AI_Combat_Power>1300</AI_Combat_Power>
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<HardPoints>
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HP_Crusader_Gunship_00,
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HP_Crusader_Gunship_01,
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HP_Crusader_Gunship_02,
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HP_Crusader_Gunship_03,
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HP_Crusader_Gunship_04,
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HP_Crusader_Gunship_05,
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HP_Crusader_Gunship_06,
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HP_Crusader_Gunship_07,
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HP_Crusader_Gunship_08,
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HP_Crusader_Gunship_09,
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HP_Crusader_Gunship_10,
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HP_Crusader_Gunship_11
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</HardPoints>
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<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
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<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
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<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
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<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
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<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
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<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
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<FormationPriority>3</FormationPriority>
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<Guard_Chase_Range>1000.0</Guard_Chase_Range>
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<Idle_Chase_Range>400.0</Idle_Chase_Range>
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<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
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<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
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<!-- Misc. Info -->
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<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
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<Victory_Relevant>Yes</Victory_Relevant>
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<Has_Space_Evaluator>True</Has_Space_Evaluator>
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<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
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<Ranking_In_Category>7</Ranking_In_Category>
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<Ship_Class>Corvette</Ship_Class>
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<Space_Layer>Corvette</Space_Layer>
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<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
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<Is_Escort>Yes</Is_Escort>
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<Is_Bomber>No</Is_Bomber>
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<!-- Galactic Info -->
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<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
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<Build_Cost_Credits>1400</Build_Cost_Credits>
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<Build_Time_Seconds>11</Build_Time_Seconds>
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<Tech_Level>0</Tech_Level>
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<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
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<Required_Star_Base_Level>2</Required_Star_Base_Level>
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<Cheap_Bribe_Cost>60</Cheap_Bribe_Cost>
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<Expensive_Bribe_Cost>120</Expensive_Bribe_Cost>
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<!-- <Tactical_Bribe_Cost>625</Tactical_Bribe_Cost>-->
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<Score_Cost_Credits>1300</Score_Cost_Credits>
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<Maintenance_Cost>0.05</Maintenance_Cost>
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<Political_Control>0</Political_Control>
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<Squadron_Capacity>0</Squadron_Capacity>
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<Transport_Capacity>0</Transport_Capacity>
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<Number_per_Squadron>1</Number_per_Squadron>
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<!-- Behavior - Death Info -->
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<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
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<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
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<Lua_Script>ObjectScript_PointDefense</Lua_Script>
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<Death_Clone>Damage_Normal, Crusader_Gunship_Death_Clone</Death_Clone>
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<Death_Explosions>Large_Explosion_Space</Death_Explosions>
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<!-- SFX Events -->
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<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
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<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
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<SFXEvent_Build_Complete>Unit_Complete_Crusader</SFXEvent_Build_Complete>
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<SFXEvent_Select>Unit_Select_Crusader</SFXEvent_Select>
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<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
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<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
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<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
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<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
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<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
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<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
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<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
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<SFXEvent_Engine_Idle_Loop>Unit_Tartan_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
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<SFXEvent_Engine_Moving_Loop>Unit_Tartan_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
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<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Tartan_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
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<SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
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<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
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<Unit_Abilities_Data SubObjectList="Yes">
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<Unit_Ability>
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<Type>LASER_DEFENSE</Type>
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<Recharge_Seconds>60.0</Recharge_Seconds>
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<GUI_Activated_Ability_Name>Crusader_Laser_Defense</GUI_Activated_Ability_Name>
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<Effective_Radius>500.0</Effective_Radius>
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<SFXEvent_GUI_Unit_Ability_Activated>Unit_Laser_Defense_On_Crusader</SFXEvent_GUI_Unit_Ability_Activated> <!--(by pressing the activate button)-->
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<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Laser_Defense_Off_Crusader</SFXEvent_GUI_Unit_Ability_Deactivated> <!--(by pressing deactivate)-->
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<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
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<Supports_Autofire>True</Supports_Autofire>
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</Unit_Ability>
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</Unit_Abilities_Data>
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<Abilities SubObjectList="Yes">
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<Laser_Defense_Ability Name="Crusader_Laser_Defense">
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<Activation_Style>User_Input</Activation_Style>
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<Defense_Duration_In_Secs>30.0</Defense_Duration_In_Secs>
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<Laser_Color>34, 34, 235, 255</Laser_Color>
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<Bone_Names>muzzleB_00</Bone_Names>
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<Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
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<Protection_Radius>500.0</Protection_Radius>
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<Laser_Beam_Frames>2</Laser_Beam_Frames>
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<Laser_Beam_Width>4</Laser_Beam_Width>
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<Projectile_Dist_Travelled>100</Projectile_Dist_Travelled>
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<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
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<Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
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<Recharge_Time_In_Secs>.50</Recharge_Time_In_Secs>
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<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
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<Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
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</Laser_Defense_Ability>
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</Abilities>
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<Abilities SubObjectList="Yes">
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<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L1">
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<Initially_Enabled>No</Initially_Enabled>
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<Activation_Style>Take_Damage</Activation_Style>
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<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
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<Redirect_Chance>0.10</Redirect_Chance>
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<Block_Chance>0.17</Block_Chance>
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<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
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<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
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<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
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<!--We can block/redirect shots from the following units types:-->
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<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
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<Applicable_Unit_Types/>
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<Excluded_Unit_Types/>
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<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
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</Redirect_Blaster_Ability>
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<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
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<Initially_Enabled>No</Initially_Enabled>
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<Activation_Style>Take_Damage</Activation_Style>
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<Redirect_Chance>0.10</Redirect_Chance>
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<Block_Chance>0.17</Block_Chance>
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<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
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<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
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<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
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||||
<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
|
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<Applicable_Unit_Types/>
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<Excluded_Unit_Types/>
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<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
|
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</Redirect_Blaster_Ability>
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<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
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<Initially_Enabled>No</Initially_Enabled>
|
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<Activation_Style>Take_Damage</Activation_Style>
|
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<Redirect_Chance>0.10</Redirect_Chance>
|
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<Block_Chance>0.17</Block_Chance>
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<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
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<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>
|
||||
|
||||
Reference in New Issue
Block a user