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<?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>