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<?xml version="1.0" encoding="utf-8"?>
<Data>
<SpaceUnit Name="Interdictor_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_INTERDICTOR_CRUISER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_INTERDICTOR,
GALYANA_CLASS_BLANK,
STAT_E_INTERDICTOR_SHIELD,
STAT_E_INTERDICTOR_HULL,
STAT_E_INTERDICTOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_INTERDICTOR,
GALYANA_CLASS_BLANK,
STAT_E_INTERDICTOR_COST,
STAT_E_INTERDICTOR_TIME,
STAT_E_INTERDICTOR_SHIELD,
STAT_E_INTERDICTOR_HULL,
STAT_E_INTERDICTOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Marauder_Missile_Cruiser Interceptor4_Frigate, Providence_SA</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Y-wing Skipray_Blastboat</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_Interdictor.ALO</Space_Model_Name>
<Icon_Name>i_button_interdictor_cruiser.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>6</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_Interdictor.alo</GUI_Model_Name>
<GUI_Distance>900</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value> <!-- SoaFE: was 120 -->
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>425</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>70</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>1200</Tactical_Health>
<Autoresolve_Health>800</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<HardPoints>
HP_Interdictor_Weapon_01,
HP_Interdictor_Weapon_02,
HP_Interdictor_Weapon_03,
HP_Interdictor_Weapon_04,
HP_Interdictor_GravWell_01,
HP_Interdictor_Shields_01,
HP_Interdictor_Engines_01
</HardPoints>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>900.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-130.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<Is_Interdictor>Yes</Is_Interdictor>
<Disallows_Hyperspace_Retreat>No</Disallows_Hyperspace_Retreat> <!--gravity_well ability will take care of this-->
<Reinforcement_Prevention_Radius>2000</Reinforcement_Prevention_Radius>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>3000</Build_Cost_Credits>
<Build_Time_Seconds>50</Build_Time_Seconds>
<Tech_Level>4</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Piracy_Value_Credits>100</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>4000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Lua_Script>Interdictor</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Interdictor_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Interdictor</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Interdictor</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Interdictor</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interdictor</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Interdictor</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Interdictor</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Interdictor</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Interdictor</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Interdictor</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interdictor</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_GRAVITY_WELL, Unit_Lost_Grav_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Interdictor_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Interdictor_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Interdictor_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>INTERDICT</Type>
<Disable_Movement>Yes</Disable_Movement>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Interdictor_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
<Unit_Ability>
<Type>MISSILE_SHIELD</Type>
<Disable_Movement>Yes</Disable_Movement>
<Effective_Radius>750</Effective_Radius>
<Recharge_Seconds>0</Recharge_Seconds>
<Expiration_Seconds>0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Missile_Field_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
<Supports_Autofire>True</Supports_Autofire>
<Alternate_Icon_Name>i_sa_missile_jamming.tga</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes"><!-- Fake Ability to show passive range -->
<Force_Healing_Ability Name="E_Interdictor_GravWell_Range">
<Activation_Style>Space_Automatic</Activation_Style>
<Applicable_Unit_Types>Interdictor_Cruiser</Applicable_Unit_Types>
<Heal_Range>2000.0</Heal_Range>
<Heal_Percent>0</Heal_Percent>
<!-- <Blob_Color>0, 127, 255, 255</Blob_Color>-->
<Heal_Interval_In_Secs>10</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Heal_Range_Blob_Material>Interdictor_Range_Indicator_Highlight</Heal_Range_Blob_Material>
</Force_Healing_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Interdictor_Death_Clone">
<Text_ID>TEXT_UNIT_INTERDICTOR_CRUISER</Text_ID>
<Space_Model_Name>EV_Interdictor_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-130.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>frigate</Ship_Class>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Vinterdictor_Cruiser">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Vinterdictor</Text_ID>
<Encyclopedia_Text>Galyana_Tooltext_Vinterdictor</Encyclopedia_Text>
<Encyclopedia_Text>
Galyana_Tooltext_Vinterdictor,
GALYANA_CLASS_BLANK,
STAT_E_VINDICATOR_SHIELD,
STAT_E_VINDICATOR_HULL,
STAT_E_VINDICATOR_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Tooltext_Vinterdictor,
GALYANA_CLASS_BLANK,
STAT_E_VINDICATOR_COST,
STAT_E_VINDICATOR_TIME,
STAT_E_VINDICATOR_SHIELD,
STAT_E_VINDICATOR_HULL,
STAT_E_VINDICATOR_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Interceptor4_Frigate Nebulon_B_Frigate Hutt_Dreadnaught</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Calamari_Cruiser Centurion_Destroyer Skipray_Blastboat</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_VINDICATOR.ALO</Space_Model_Name>
<Icon_Name>i_button_vindicator.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>6</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_VINDICATOR.alo</GUI_Model_Name>
<GUI_Distance>900</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>425</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.2</Max_Speed>
<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>1200</Shield_Points>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>2500</Tactical_Health>
<Autoresolve_Health>3200</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>50</Damage>
<AI_Combat_Power>4000</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Vindy_Shields, HP_Vindy_Engines,
HP_Vindy_Weapon_01, HP_Vindy_Weapon_02, HP_Vindy_Weapon_03, HP_Vindy_Weapon_04,
HP_Vindy_Weapon_05, HP_Vindy_Weapon_06, HP_Vindy_Weapon_07, HP_Vindy_Weapon_08,
HP_Vindy_Hangar
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-130.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>3400</Build_Cost_Credits>
<Build_Time_Seconds>40</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2500</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>4</Squadron_Capacity>
<Transport_Capacity>4</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Vinterdictor_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Interdictor</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Interdictor</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Interdictor</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interdictor</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Interdictor</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Interdictor</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Interdictor</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Interdictor</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Interdictor</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interdictor</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interdictor</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interdictor</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Interdictor_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Interdictor_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Interdictor_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>power_to_weapons</Type>
<Expiration_Seconds>15</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.2f</Mod_Multiplier> <!-- -3.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.4f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Vinterdictor_Death_Clone">
<Text_ID>Galyana_Unit_Vinterdictor</Text_ID>
<Space_Model_Name>EV_VINDICATOR_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-130.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Victory_Destroyer_No_Fighters">
<!-- Encyclopedia Info -->
<Text_ID>TEXT_UNIT_VICTORY_DESTROYER</Text_ID>
<Encyclopedia_Text>
TEXT_TOOLTIP_VICTORY,
GALYANA_CLASS_BLANK,
STAT_E_VICTORY_SHIELD,
STAT_E_VICTORY_HULL,
STAT_E_VICTORY_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
TEXT_TOOLTIP_VICTORY,
GALYANA_CLASS_BLANK,
STAT_E_VICTORY_COST,
STAT_E_VICTORY_TIME,
STAT_E_VICTORY_SHIELD,
STAT_E_VICTORY_HULL,
STAT_E_VICTORY_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat Crusader_Gunship</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Skipray_Blastboat Calamari_Cruiser</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_VictoryStarDestroyer.ALO</Space_Model_Name>
<Icon_Name>i_button_victory_class.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>6</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Model_Name>EV_VictoryStarDestroyer.alo</GUI_Model_Name>
<GUI_Distance>1100</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<!-- Scale - Collision Info -->
<Mass>0.9995</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>350</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.6</Max_Speed>
<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>8</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.03</OverrideAcceleration>
<OverrideDeceleration>.03</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>900</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser</Armor_Type>
<Tactical_Health>3600</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>400</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>45</Damage>
<AI_Combat_Power>4000</AI_Combat_Power>
<HardPoints>
HP_Victory_Weapon_01,
HP_Victory_Weapon_02,
HP_Victory_Weapon_03,
HP_Victory_Weapon_04,
HP_Victory_Shields_01,
HP_Victory_Engines_01,
HP_Victory_Fighter_Bay
</HardPoints>
<Space_FOW_Reveal_Range>1400.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1800.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Cruiser</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate | AntiCorvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-150.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>3800</Build_Cost_Credits>
<Build_Time_Seconds>50</Build_Time_Seconds>
<Tech_Level>99</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2500</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>8</Squadron_Capacity>
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Victory_Destroyer_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Victory_Destroyer</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Victory_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Victory_Destroyer</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Victory_Destroyer</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Victory_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Victory_Destroyer</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Victory_Destroyer</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Victory_Destroyer</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Victory_Destroyer</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Victory_Destroyer</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Victory_Destroyer</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Victory_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Victory_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Victory_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Victory_Destroyer_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.2f</Mod_Multiplier> <!-- -3.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Victory_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3400</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>28</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Victory_Destroyer_Death_Clone">
<Text_ID>TEXT_UNIT_VICTORY_DESTROYER</Text_ID>
<Space_Model_Name>EV_VictoryStarDestroyer_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-150.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Victory_Destroyer">
<Variant_Of_Existing_Type>Victory_Destroyer_No_Fighters</Variant_Of_Existing_Type>
<Tech_Level>2</Tech_Level>
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 4</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_0>
</SpaceUnit>
<SpaceUnit Name="Escort_Carrier">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Escort_Carrier</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Escort_Carrier,
GALYANA_CLASS_BLANK,
STAT_E_ESCORTCARRIER_SHIELD,
STAT_E_ESCORTCARRIER_HULL,
STAT_E_ESCORTCARRIER_SPEED
</Encyclopedia_Text>
<MP_Encyclopedia_Text>
Galyana_Unit_Text_Escort_Carrier,
GALYANA_CLASS_BLANK,
STAT_E_ESCORTCARRIER_COST,
STAT_E_ESCORTCARRIER_TIME,
STAT_E_ESCORTCARRIER_SHIELD,
STAT_E_ESCORTCARRIER_HULL,
STAT_E_ESCORTCARRIER_SPEED
</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>UEAW_CLASS_DREADNAUGHT_CARRIER</Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To>Y-wing Calamari_Cruiser Alliance_Assault_Frigate</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_EscortCarrier.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_ESCORT_CARRIER.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>7</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>400</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>1.4</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>1.5</Max_Thrust>
<OverrideAcceleration>.04</OverrideAcceleration>
<OverrideDeceleration>.04</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.8</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
<Shield_Points>700</Shield_Points>
<Shield_Refresh_Rate>35</Shield_Refresh_Rate>
<Armor_Type>Armor_Cruiser_Heavy</Armor_Type>
<Tactical_Health>4000</Tactical_Health>
<Autoresolve_Health>4000</Autoresolve_Health>
<Energy_Capacity>5000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Override_Bounty_SP>250</Override_Bounty_SP>
<Override_Bounty_MP>250</Override_Bounty_MP>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>2500</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>UEAW_Tie_Droid_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>7</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_Tie_Droid_Squadron, 20</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 15</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 15</Reserve_Spawned_Units_Tech_0>
<HardPoints>
HP_Escort_Carrier_Fighter_Bay,
HP_Escort_Carrier_Engines,
HP_Escort_Carrier_Shields,
HP_Escort_Carrier_C,
HP_Escort_Carrier_RF,
HP_Escort_Carrier_RR,
HP_Escort_Carrier_LF,
HP_Escort_Carrier_LR
</HardPoints>
<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>3</FormationPriority>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Frigate</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Frigate</Ship_Class>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Cost_Credits>4200</Build_Cost_Credits>
<Build_Time_Seconds>45</Build_Time_Seconds>
<Tech_Level>3</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1600</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>5000</Score_Cost_Credits>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>77</Squadron_Capacity>
<Transport_Capacity>20</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SPAWN_SQUADRON, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Escort_Carrier_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<!-- SFX Events -->
<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught2</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught2</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught2</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught2</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught2</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught2</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught2</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught2</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught2</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability>
<Type>MISSILE_SHIELD</Type>
<Disable_Movement>Yes</Disable_Movement>
<Effective_Radius>0</Effective_Radius>
<Recharge_Seconds>0</Recharge_Seconds>
<Expiration_Seconds>0</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stop_UEAW_Dreadnaught2</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
<Alternate_Name_Text>Galyana_Ability_Stop</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Stop</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_INTERDICT.TGA</Alternate_Icon_Name>
</Unit_Ability>
<Unit_Ability>
<Type>POWER_TO_WEAPONS</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.4f</Mod_Multiplier> <!-- was 0.5 -->
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -1.6f</Mod_Multiplier> <!-- was -3.0 -->
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.4f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier>
<Recharge_Seconds>60</Recharge_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_UEAW_Dreadnaught2</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Escort_Carrier_Healing">
<Activation_Style>Space_Automatic</Activation_Style>
<Heal_Range>800.0</Heal_Range>
<Heal_Amount>5.0</Heal_Amount>
<Heal_Percent>0.03</Heal_Percent>
<!-- <Blob_Color>0, 255, 0, 255</Blob_Color>-->
<Heal_Interval_In_Secs>3</Heal_Interval_In_Secs>
<Single_Target_Heal>No</Single_Target_Heal>
<Heal_Range_Blob_Material>Healing_Range_Indicator_Highlight</Heal_Range_Blob_Material>
<!--We can heal the following unit types:-->
<Applicable_Unit_Categories>Fighter, Bomber</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
<Target_Particle_Effect>Shield_Sparks_Medium</Target_Particle_Effect>
<Target_Particle_Bone_Name/>
<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
<Target_Light_Effect_Color>1.2, 1.2, 2.0</Target_Light_Effect_Color>
<Target_Light_Effect_Color2/>
<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
<Owner_Particle_Bone_Name>SPAWN_00</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 2.0</Owner_Light_Effect_Color>
<Owner_Light_Effect_Color2/>
<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
</Force_Healing_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>3800</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Escort_Carrier_Death_Clone">
<Text_ID>Galyana_Unit_Escort_Carrier</Text_ID>
<Space_Model_Name>EV_EscortCarrier_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Scale_Factor>1</Scale_Factor>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
<Max_Thrust>1</Max_Thrust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>0</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
</Data>