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<?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>