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SoaFE/DATA/XML/STRUCTURES/GROUND_STRUCTURES_GC.XML

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XML

<?xml version="1.0"?>
<SpecialStructures>
<!-- Ground to Space Special Weapons and Skirmish Variants -->
<SpecialStructure Name="Ground_Ion_Cannon">
<Text_ID>TEXT_GROUND_ION_CANNON</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_ION_CANNON_00</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_IONCANNON.alo</Land_Model_Name>
<Icon_Name>i_button_ion_cannon.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Terrain_Texture_Modifier_Square>True</Terrain_Texture_Modifier_Square>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Row>0</GUI_Row>
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Size_Value>100</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>240</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>1500</Tactical_Health>
<Political_Control>0</Political_Control>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<!--HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2-->
<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
<Special_Weapon_Index>0</Special_Weapon_Index>
<Special_Weapon_Target_Action_Index>1</Special_Weapon_Target_Action_Index>
<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets> <!--Structure-->
<Weapon_Type>Ion_Cannon_Planetary</Weapon_Type>
<Weapon_Quantity>1</Weapon_Quantity>
<SpaceAutoResolveStunRate>3</SpaceAutoResolveStunRate>
<Prevents_Blockade_Run_Attrition>True</Prevents_Blockade_Run_Attrition>
<Projectile_Types>Proj_Ion_Cannon_Planetary</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>90.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
<Score_Cost_Credits>2000</Score_Cost_Credits>
<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>
<Tutorial_Sabotage_Cost_Credits>4000</Tutorial_Sabotage_Cost_Credits>
<Build_Cost_Credits>2000</Build_Cost_Credits>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet>2</Build_Max_Instances_Per_Planet>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>800</Slice_Cost_Credits>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Tech_Level>1</Tech_Level>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Is_Dummy>No</Is_Dummy>
<Space_Victory_Relevant>No</Space_Victory_Relevant>
<Land_Victory_Relevant>Yes</Land_Victory_Relevant>
<Is_Community_Property>Yes</Is_Community_Property>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Tactical_Additional_Structure_Type>R_Ground_Power_Generator</Tactical_Additional_Structure_Type>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Base_Position>Out_Base</Base_Position>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Destruction_Survivors>
Rebel_Survivors_Small, 1.0
Rebel_Survivors_Medium, 1.0
Rebel_Survivors_Large, 1.0
</Destruction_Survivors>
<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Special_Weapon_Ready>RHD_Ion_Cannon_Available</SFXEvent_Special_Weapon_Ready>
<SFXEvent_Fire>Unit_Ion_Cannon_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Ion_Select_SFX</SFXEvent_Select>
<SFXEvent_Unit_Under_Attack>RHD_Ion_Cannon_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>RHD_Ion_Cannon_Destroyed</SFXEvent_Unit_Lost>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="Ion_Cannon_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
</Planet_Income_Bonus_Ability>
</Abilities>
</SpecialStructure>
<SpecialStructure Name="Skirmish_Ion_Cannon"><!--Longer Fire Recharge For Skirmish-->
<Variant_Of_Existing_Type>Ground_Ion_Cannon</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Projectile_Fire_Recharge_Seconds>240.0</Projectile_Fire_Recharge_Seconds>
<Tactical_Health>50000</Tactical_Health>
<Immune_To_Damage>True</Immune_To_Damage>
</SpecialStructure>
<SpecialStructure Name="Ground_Empire_Hypervelocity_Gun">
<Text_ID>TEXT_GROUND_HYPERVELOCITY</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_HYPERVELOCITY_00</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_HyperVelocityGun.alo</Land_Model_Name>
<Icon_Name>i_button_hypervelocity_gun.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Terrain_Texture_Modifier_Square>True</Terrain_Texture_Modifier_Square>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Row>0</GUI_Row>
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Size_Value>50</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>200</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
<Shield_Points>300</Shield_Points>
<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>800</Tactical_Health>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<Political_Control>0</Political_Control>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<!--HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2-->
<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
<Special_Weapon_Index>1</Special_Weapon_Index>
<Special_Weapon_Target_Action_Index>0</Special_Weapon_Target_Action_Index>
<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets> <!--Structure-->
<SpaceAutoResolveHitRate>3</SpaceAutoResolveHitRate>
<Projectile_Types>Proj_Hypervelocity_Gun</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>90.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>12</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Score_Cost_Credits>30000</Score_Cost_Credits>
<Sabotage_Cost_Credits>6000</Sabotage_Cost_Credits>
<Build_Cost_Credits>3000</Build_Cost_Credits>
<Build_Time_Seconds>95</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet>2</Build_Max_Instances_Per_Planet>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
<Required_Planets/>
<Tech_Level>3</Tech_Level>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Is_Dummy>Yes</Is_Dummy>
<Space_Victory_Relevant>No</Space_Victory_Relevant>
<Land_Victory_Relevant>Yes</Land_Victory_Relevant>
<Is_Community_Property>Yes</Is_Community_Property>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Base_Position>Out_Base</Base_Position>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Destruction_Survivors>
Empire_Survivors_Small, 1.0
Empire_Survivors_Medium, 1.0
Empire_Survivors_Large, 1.0
</Destruction_Survivors>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Special_Weapon_Ready>EHD_Hypervelocity_Available</SFXEvent_Special_Weapon_Ready>
<SFXEvent_Fire>Unit_Hyper_Velocity_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Hyper_Select_SFX</SFXEvent_Select>
<SFXEvent_Unit_Under_Attack>EHD_Hypervelocity_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Hypervelocity_Destroyed</SFXEvent_Unit_Lost>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Hypervelocity_Gun_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
</Planet_Income_Bonus_Ability>
</Abilities>
</SpecialStructure>
<SpecialStructure Name="Skirmish_Hypervelocity_Gun"><!--Longer Fire Recharge For Skirmish-->
<Variant_Of_Existing_Type>Ground_Empire_Hypervelocity_Gun</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Projectile_Fire_Recharge_Seconds>240.0</Projectile_Fire_Recharge_Seconds>
<Tactical_Health>50000</Tactical_Health>
<Immune_To_Damage>True</Immune_To_Damage>
</SpecialStructure>
<SpecialStructure Name="Ground_Hutts_Hypervelocity_Gun">
<Text_ID>Galyana_Structure_HyperBeamGun</Text_ID>
<Encyclopedia_Text>Galyana_Structure_Text_HyperBeamGun</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_HyperVelocityGun.alo</Land_Model_Name>
<Icon_Name>i_button_hypervelocity_gun.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Terrain_Texture_Modifier_Square>True</Terrain_Texture_Modifier_Square>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Row>0</GUI_Row>
<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Size_Value>50</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>200</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Shield_Armor_Type>Shield_Structure</Shield_Armor_Type>
<Shield_Points>400</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>800</Tactical_Health>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>2000</Energy_Refresh_Rate>
<Political_Control>0</Political_Control>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<!--HV Gun = 0, Ion Cannon = 1, Magnepulse Cannon = 2-->
<Is_Special_Weapon_In_Space>Yes</Is_Special_Weapon_In_Space>
<Special_Weapon_Index>1</Special_Weapon_Index>
<Special_Weapon_Target_Action_Index>0</Special_Weapon_Target_Action_Index>
<Special_Weapon_Valid_Targets>Transport | Corvette | Frigate | Capital | Super</Special_Weapon_Valid_Targets> <!--Structure-->
<SpaceAutoResolveHitRate>3</SpaceAutoResolveHitRate>
<Projectile_Types>Proj_Hyper_Beam_Cannon</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>90.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>25</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.01</Projectile_Fire_Pulse_Delay_Seconds>
<Score_Cost_Credits>30000</Score_Cost_Credits>
<Sabotage_Cost_Credits>6000</Sabotage_Cost_Credits>
<Build_Cost_Credits>3000</Build_Cost_Credits>
<Build_Time_Seconds>80</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet>2</Build_Max_Instances_Per_Planet>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures>H_Ground_Factory</Required_Special_Structures>
<Required_Planets/>
<Tech_Level>4</Tech_Level>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Is_Dummy>Yes</Is_Dummy>
<Space_Victory_Relevant>No</Space_Victory_Relevant>
<Land_Victory_Relevant>Yes</Land_Victory_Relevant>
<Is_Community_Property>Yes</Is_Community_Property>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<SpaceBehavior>SPECIAL_WEAPON</SpaceBehavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, SELECTABLE, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Base_Position>Out_Base</Base_Position>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Destruction_Survivors>
Hutt_Survivors_Small, 1.0
Hutt_Survivors_Medium, 1.0
Hutt_Survivors_Large, 1.0
</Destruction_Survivors>
<SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Special_Weapon_Ready>UHD_Hypervelocity_Available</SFXEvent_Special_Weapon_Ready>
<SFXEvent_Fire>Unit_Hyper_Velocity_Fire</SFXEvent_Fire>
<SFXEvent_Select>Structure_Hyper_Select_SFX</SFXEvent_Select>
<SFXEvent_Unit_Under_Attack>UHD_Ion_Cannon_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>UHD_Ion_Cannon_Destroyed</SFXEvent_Unit_Lost>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Hypervelocity_Gun_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
<Absolute_Income_Modifier>-50</Absolute_Income_Modifier>
</Planet_Income_Bonus_Ability>
</Abilities>
</SpecialStructure>
<SpecialStructure Name="Skirmish_Hyper_Beam_Gun"><!--Longer Fire Recharge For Skirmish-->
<Variant_Of_Existing_Type>Ground_Hutts_Hypervelocity_Gun</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Projectile_Fire_Recharge_Seconds>240.0</Projectile_Fire_Recharge_Seconds>
<Tactical_Health>50000</Tactical_Health>
<Immune_To_Damage>True</Immune_To_Damage>
</SpecialStructure>
<SpecialStructure Name="Skirmish_Plasma_Cannon"><!--Longer Fire Recharge For Skirmish-->
<Variant_Of_Existing_Type>Ground_Empire_Hypervelocity_Gun</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Projectile_Types>Proj_Plasma_Cannon_Special_Weapon</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>180.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0</Projectile_Fire_Pulse_Delay_Seconds>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tactical_Health>50000</Tactical_Health>
<Immune_To_Damage>True</Immune_To_Damage>
<SFXEvent_Fire>Unit_Underworld_Plasma_Fire</SFXEvent_Fire>
<SFXEvent_Special_Weapon_Ready>UHD_Fire_When_Ready</SFXEvent_Special_Weapon_Ready>
</SpecialStructure>
<!-- Template in Ground_Structures.xml -->
<SpecialStructure Name="Ground_Hutt_Palace_E">
<Variant_Of_Existing_Type>Template_Ground_Hutt_Palace</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Unit_Under_Attack>EHD_Hutt_Palace_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Hutt_Palace_Destroyed</SFXEvent_Unit_Lost>
<Abilities SubObjectList="Yes">
<System_Spy_Ability Name="Hutt_Palace_System_Spy">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Duration_In_Secs>-1.0</Duration_In_Secs>
<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
</System_Spy_Ability>
<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
</Planet_Income_Bonus_Ability>
</Abilities>
</SpecialStructure>
<SpecialStructure Name="Ground_Hutt_Palace_R">
<Variant_Of_Existing_Type>Template_Ground_Hutt_Palace</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Unit_Under_Attack>RHD_Hutt_Palace_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>RHD_Hutt_Palace_Destroyed</SFXEvent_Unit_Lost>
<Abilities SubObjectList="Yes">
<System_Spy_Ability Name="Hutt_Palace_System_Spy">
<Initially_Enabled>Yes</Initially_Enabled>
<Activation_Style>Galactic_Automatic</Activation_Style>
<Causes_Despawn>No</Causes_Despawn>
<Duration_In_Secs>-1.0</Duration_In_Secs>
<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
</System_Spy_Ability>
<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
</Planet_Income_Bonus_Ability>
</Abilities>
</SpecialStructure>
<SpecialStructure Name="Template_Ground_Cantina">
<Text_ID>TEXT_GROUND_CANTINA</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_CANTINA_00 TEXT_TOOLTIP_REQUIRED_PLANETS_CANTINA</Encyclopedia_Text>
<MP_Encyclopedia_Text>MP_TEXT_ENCYCLOPEDIA_CANTINA_00</MP_Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>W_CANTINATAT.alo</Land_Model_Name>
<Icon_Name>i_button_cantina.tga</Icon_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Row>0</GUI_Row>
<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Size_Value>50</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>600</Tactical_Health>
<Political_Control>0</Political_Control>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Score_Cost_Credits>6000</Score_Cost_Credits>
<Sabotage_Cost_Credits>1200</Sabotage_Cost_Credits>
<Build_Cost_Credits>600</Build_Cost_Credits>
<Build_Time_Seconds>30</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet>-1</Build_Max_Instances_Per_Planet>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Requires_Initial_Placement>True</Build_Requires_Initial_Placement>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Tech_Level>0</Tech_Level>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Community_Property>Yes</Is_Community_Property>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Base_Position>Out_Base</Base_Position>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<SFXEvent_Select>Structure_Cantina_Select_SFX</SFXEvent_Select>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
</SpecialStructure>
<SpecialStructure Name="Ground_Cantina_E">
<Variant_Of_Existing_Type>Template_Ground_Cantina</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Unit_Under_Attack>EHD_Cantina_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Cantina_Destroyed</SFXEvent_Unit_Lost>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Cantina_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
</Planet_Income_Bonus_Ability>
</Abilities>
</SpecialStructure>
<SpecialStructure Name="Ground_Cantina_R">
<Variant_Of_Existing_Type>Template_Ground_Cantina</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Unit_Under_Attack>RHD_Cantina_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>RHD_Cantina_Destroyed</SFXEvent_Unit_Lost>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="R_Cantina_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
<Planet_Income_Bonus_Ability Name="Maintenance_Penalty">
<Specific_Mod_Source_Text>Galyana_Text_Infastructure_Maintenance</Specific_Mod_Source_Text>
<Absolute_Income_Modifier>-10</Absolute_Income_Modifier>
</Planet_Income_Bonus_Ability>
</Abilities>
</SpecialStructure>
<!-- Not Buildable -->
<SpecialStructure Name="Ground_Grand_Arena">
<Text_ID>TEXT_GROUND_GRAND_ARENA</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_GRAND_ARENA_00</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_GrandArena.alo</Land_Model_Name>
<Icon_Name>i_button_grand_arena.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Row>0</GUI_Row>
<GUI_Bounds_Scale>0.2</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Size_Value>50</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Obstacle_Width>200.0</Obstacle_Width>
<Obstacle_Height>200.0</Obstacle_Height>
<Obstacle_X_Offset>-100.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-100.0</Obstacle_Y_Offset>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>1100</Tactical_Health>
<Political_Control>0</Political_Control>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Sabotage_Cost_Credits>1500</Sabotage_Cost_Credits>
<Build_Cost_Credits>1000</Build_Cost_Credits>
<Build_Time_Seconds>30</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Tech_Level>0</Tech_Level>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Is_Dummy>Yes</Is_Dummy>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Community_Property>Yes</Is_Community_Property>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Base_Position>Out_Base</Base_Position>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Select>Structure_Arena_Select_SFX</SFXEvent_Select>
<SFXEvent_Unit_Under_Attack>RHD_Arena_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>RHD_Arena_Destroyed</SFXEvent_Unit_Lost>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Planet_Income_Gambling_Ability Name="Grand_Arena_Gambling_Income">
<!--choose a new income modifier every 30 seconds-->
<Evaluation_Interval_In_Secs>30.0</Evaluation_Interval_In_Secs>
<!--worst losses are -20% of the base-->
<Min_Income_Modifier>-0.20</Min_Income_Modifier>
<!--best positive income is +60% of the base-->
<Max_Income_Modifier>0.60</Max_Income_Modifier>
<!--80% of the time the income will be positive-->
<Chance_To_Win>0.80</Chance_To_Win>
</Planet_Income_Gambling_Ability>
<Force_Healing_Ability Name="R_Grand_Arena_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
</SpecialStructure>
<!-- Not Buildable -->
<SpecialStructure Name="Ground_Gravity_Generator">
<Text_ID>TEXT_GROUND_GRAVITY_GEN</Text_ID>
<Encyclopedia_Text>TEXT_ENCYCLOPEDIA_GRAV_GEN_00</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>EB_GRAVCONTROLGEN.alo</Land_Model_Name>
<Icon_Name>i_button_gravity_control_gen.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Row>0</GUI_Row>
<GUI_Bounds_Scale>0.33</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Size_Value>50</Size_Value>
<Scale_Factor>0.75</Scale_Factor>
<Select_Box_Scale>250</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Obstacle_Width>220.0</Obstacle_Width>
<Obstacle_Height>220.0</Obstacle_Height>
<Obstacle_X_Offset>-110.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-110.0</Obstacle_Y_Offset>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>900</Tactical_Health>
<Political_Control>0</Political_Control>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Score_Cost_Credits>22000</Score_Cost_Credits>
<Sabotage_Cost_Credits>4000</Sabotage_Cost_Credits>
<Build_Cost_Credits>2200</Build_Cost_Credits>
<Build_Time_Seconds>60</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Tech_Level>0</Tech_Level>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Is_Dummy>Yes</Is_Dummy>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Community_Property>Yes</Is_Community_Property>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Tactical_Additional_Structure_Type>E_Ground_Power_Generator</Tactical_Additional_Structure_Type>
<Gravity_Control_Field_Range>100000.0</Gravity_Control_Field_Range> <!--Large range to cover entire map-->
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, GRAVITY_CONTROL_FIELD, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Base_Position>Out_Base</Base_Position>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Select>Structure_Power_Gen_Select_SFX</SFXEvent_Select>
<SFXEvent_Unit_Under_Attack>EHD_Gravity_Control_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Gravity_Control_Destroyed</SFXEvent_Unit_Lost>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Gravity_Generator_Self_Repair">
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.025</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
</SpecialStructure>
<!-- Empire - limit 1 - builds elite guards and adepts -->
<SpecialStructure Name="Imperial_Palace">
<Text_ID>UEAW_BUILDING_IMPERIAL_PALACE</Text_ID>
<Encyclopedia_Text>UEAW_TOOLTIP_IMPERIAL_PALACE UEAW_TEXT_EMPTYLINE UEAW_TOOLTIP_IMPERIAL_PALACE_ABILITIES</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>W_IMPERIALPALACE.alo</Land_Model_Name>
<Icon_Name>I_BUTTON_W_IMPERIALPALACE.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Terrain_Texture_Modifier_Square>True</Terrain_Texture_Modifier_Square>
<Terrain_Texture_Modifier_Material>62</Terrain_Texture_Modifier_Material>
<Terrain_Texture_Modifier_Join_Distance>1.0</Terrain_Texture_Modifier_Join_Distance>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Row>0</GUI_Row>
<GUI_Bounds_Scale>0.1</GUI_Bounds_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Mass>1.0</Mass>
<Size_Value>50</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>180</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Armor_Type>Armor_Structure</Armor_Type>
<Tactical_Health>3000</Tactical_Health>
<AI_Combat_Power>300</AI_Combat_Power>
<Political_Control>0</Political_Control>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Override_Bounty_MP>500</Override_Bounty_MP>
<Score_Cost_Credits>10000</Score_Cost_Credits>
<Sabotage_Cost_Credits>5000</Sabotage_Cost_Credits>
<Build_Cost_Credits>5000</Build_Cost_Credits>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Build_Tab_Special_Structures>Yes</Build_Tab_Special_Structures>
<Build_Max_Instances_Per_Planet>1</Build_Max_Instances_Per_Planet>
<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_Per_Player>-1</Build_Limit_Lifetime_Per_Player>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Tech_Level>0</Tech_Level>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Is_Dummy>No</Is_Dummy>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Community_Property>Yes</Is_Community_Property>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Reveal_During_Setup_Phase>True</Reveal_During_Setup_Phase>
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW>
<Last_State_Visible_Under_FOW>True</Last_State_Visible_Under_FOW>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Can_Contain_Heroes_During_Ground_Battle>Yes</Can_Contain_Heroes_During_Ground_Battle>
<Behavior>DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_LAND_BASE_LEVEL_COMPONENT, UNIT_AI, TERRAIN_TEXTURE_MODIFICATION, SPAWN_SQUADRON, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Property_Flags>InBase</Property_Flags>
<Base_Position>In_Base</Base_Position>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Death_Clone_Is_Obstacle>True</Death_Clone_Is_Obstacle>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Destruction_Survivors>
Imperial_Elite_Guard_Squad, 1.0
</Destruction_Survivors>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<SFXEvent_Select>Structure_Command_Center_Select_SFX</SFXEvent_Select>
<SFXEvent_Unit_Under_Attack>EHD_Command_Center_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Command_Center_Destroyed</SFXEvent_Unit_Lost>
<SFXEvent_Ambient_Loop>Structure_Communications_Array_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Starting_Spawned_Units_Tech_0>Imperial_Elite_Guard_Squad, 2</Starting_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Imperial_Elite_Guard_Squad, -1</Reserve_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>30</Spawned_Squadron_Delay_Seconds>
<Spawned_Squadron_Location_Bones>ROOT</Spawned_Squadron_Location_Bones>
<Spawned_Squadron_Location_Flyout_Distances>125.0</Spawned_Squadron_Location_Flyout_Distances>
<Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load>
<Abilities SubObjectList="Yes">
<Force_Healing_Ability Name="E_Nanites_Self_Repair_L1">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.03</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
<Force_Healing_Ability Name="E_Nanites_Self_Repair_L2">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Skirmish_Automatic</Activation_Style>
<Heal_Range>0.0</Heal_Range>
<Heal_Percent>0.05</Heal_Percent>
<Heal_Amount>0.0</Heal_Amount>
<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
<Single_Target_Heal>Yes</Single_Target_Heal>
<Applicable_Unit_Categories/>
<Applicable_Unit_Types/>
<SFXEvent_Target_Affected/>
<Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name>
<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
<Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color>
<Owner_Light_Effect_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>
<Redirect_Blaster_Ability Name="E_Magnetically_Sealed_Structure">
<Initially_Enabled>No</Initially_Enabled>
<Activation_Style>Take_Damage</Activation_Style>
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.30</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>Hero | Infantry | Vehicle | Air | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types/>
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
<Planet_Income_Bonus_Ability Name="Imperial_Palace_Income_Bonus">
<Specific_Mod_Source_Text>Galyana_Text_Palace_Income</Specific_Mod_Source_Text>
<Percentage_Income_Modifier>0</Percentage_Income_Modifier>
<Absolute_Income_Modifier>500</Absolute_Income_Modifier>
<Additional_Multiplier_On_Mining_Colonies>1.0</Additional_Multiplier_On_Mining_Colonies>
</Planet_Income_Bonus_Ability>
<!--The state of these abilities (enabled/disabled) is controlled by hard points-->
<Enable_Radar_Ability Name="Imperial_Palace_Enable_Radar">
<Activation_Style>Ground_Automatic</Activation_Style>
<Affects_All_Allies>True</Affects_All_Allies>
</Enable_Radar_Ability>
</Abilities>
</SpecialStructure>
<!--Galactic Non-Buildables-->
<SpecialStructure Name="Imperial_Prison_Facility">
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<Text_ID>TEXT_STRUCTURE_PRISON_FACILITY</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_Prison.ALO</Land_Model_Name>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<SFXEvent_Ambient_Loop/>
<Property_Flags>NotOpportunityTarget</Property_Flags>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
<Behavior>DUMMY_GROUND_STRUCTURE,SELECTABLE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, SELECTABLE, DAMAGE_TRACKING, UNIT_AI, EARTHQUAKE_TARGET</LandBehavior>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Icon_Name>i_button_nb_prison.tga</Icon_Name>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Size_Value>50</Size_Value>
<Base_Position>Out_Base</Base_Position>
<Tech_Level>0</Tech_Level>
<Death_Clone_Is_Obstacle>true</Death_Clone_Is_Obstacle>
<Select_Box_Scale>100</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.5</Scale_Factor>
<Shield_Points>0</Shield_Points>
<Tactical_Health>500</Tactical_Health>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Affiliation>Empire</Affiliation>
<Base_Level_Available>1</Base_Level_Available>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<GUI_Bracket_Width>40</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<SFXEvent_Select>Structure_Prison_Select_SFX</SFXEvent_Select>
<SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Unit_Under_Attack>EHD_Prison_Under_Attack</SFXEvent_Unit_Under_Attack>
<SFXEvent_Unit_Lost>EHD_Prison_Destroyed</SFXEvent_Unit_Lost>
<Score_Cost_Credits>2000</Score_Cost_Credits>
</SpecialStructure>
<SpecialStructure Name="Imperial_Prison_AetenII">
<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
<Destruction_Survivors>Rebel_Prisoner_Team, 1.0</Destruction_Survivors>
<Tactical_Health>200</Tactical_Health>
</SpecialStructure>
<SpecialStructure Name="Imperial_Prison_Dathomir">
<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
<Destruction_Survivors>Prisoner_Night_Sister_Company, 1.0</Destruction_Survivors>
<Tactical_Health>100</Tactical_Health>
<Death_Clone_Is_Obstacle>false</Death_Clone_Is_Obstacle>
</SpecialStructure>
<SpecialStructure Name="Imperial_Prison_Dathomir_Singing_Mountain">
<Text_ID>TEXT_STRUCTURE_SINGING_MOUNTAIN_PRISON</Text_ID>
<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
<Destruction_Survivors/>
<Tactical_Health>1000</Tactical_Health>
<Death_Clone_Is_Obstacle>false</Death_Clone_Is_Obstacle>
</SpecialStructure>
<SpecialStructure Name="Imperial_Prison_Dathomir_Frenzied_River">
<Text_ID>TEXT_STRUCTURE_FRENZIED_RIVER_PRISON</Text_ID>
<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
<Destruction_Survivors/>
<Tactical_Health>1000</Tactical_Health>
<Death_Clone_Is_Obstacle>false</Death_Clone_Is_Obstacle>
</SpecialStructure>
<SpecialStructure Name="Imperial_Prison_Dathomir_Misty_Falls">
<Text_ID>TEXT_STRUCTURE_MISTY_FALLS_PRISON</Text_ID>
<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
<Destruction_Survivors/>
<Tactical_Health>1000</Tactical_Health>
<Death_Clone_Is_Obstacle>false</Death_Clone_Is_Obstacle>
</SpecialStructure>
<SpecialStructure Name="Imperial_Prison_Kashyyyk">
<Variant_Of_Existing_Type>Imperial_Prison_Facility</Variant_Of_Existing_Type>
<!--<Destruction_Survivors>Kashyyyk_Wookie_War_Party, 1.0</Destruction_Survivors> Spawned by script for mission EM05-->
<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
<Tactical_Health>5000</Tactical_Health>
<Armor_Type>Armor_Structure</Armor_Type>
</SpecialStructure>
<SpecialStructure Name="Refueling_Pump">
<Select_Box_Scale>50</Select_Box_Scale>
<Text_ID>TEXT_STRUCTURE_FUEL_PUMP</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_CMC22Mining_Sml.alo</Land_Model_Name>
<Icon_Name>i_button_nb_cmc22mining_sml.tga</Icon_Name>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Affiliation>Rebel</Affiliation>
<Scale_Factor>1.0</Scale_Factor>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Political_Control>0</Political_Control>
<Size_Value>50</Size_Value>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Base_Position>Out_Base</Base_Position>
<Tech_Level>0</Tech_Level>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Tactical_Health>100</Tactical_Health>
<Behavior>SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior>
<LandBehavior>SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, EARTHQUAKE_TARGET</LandBehavior>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Last_State_Visible_Under_FOW>Yes</Last_State_Visible_Under_FOW>
<Is_Community_Property>Yes</Is_Community_Property>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Victory_Relevant>yes</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
<CategoryMask>Structure</CategoryMask>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Armor_Type>Armor_Structure</Armor_Type>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Corvette</Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Score_Cost_Credits>300</Score_Cost_Credits>
</SpecialStructure>
<!--Misc. Structures and Walls-->
<GroundStructure Name="Empire_Wall">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>EB_BaseWall-mid.alo</Land_Model_Name>
<Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<OverridePassability>EmpireWall</OverridePassability>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Empire_Wall_Corner">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>EB_BaseWall-crn.alo</Land_Model_Name>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<OverridePassability>EmpireWall</OverridePassability>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Empire_Wall__Inside_Corner">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>EB_BaseWall-inside-crn.alo</Land_Model_Name>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<OverridePassability>EmpireWall</OverridePassability>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Comm_Jammer">
<Text_ID>TEXT_STRUCTURE_COMM_JAMMER_EMPIRE</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>NB_Comm_Jamm.alo</Land_Model_Name>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<SFXEvent_Ambient_Loop>Structure_Sensor_Array_Loop</SFXEvent_Ambient_Loop>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Behavior>SELECTABLE, TACTICAL_SELL</Behavior>
<LandBehavior>IDLE,LAND_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.075 0.075</Radar_Icon_Size>
<Land_Damage_Thresholds>1, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>false</Remove_Upon_Death>
<Tactical_Sell_Percentage>0.4</Tactical_Sell_Percentage>
<SFXEvent_Sold_Tactical>EHD_Sensor_Node_Sold</SFXEvent_Sold_Tactical>
<Required_Special_Structures>E_Ground_Communications_Array</Required_Special_Structures>
<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
<Select_Box_Scale>50</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>0.75</Scale_Factor>
<Tactical_Health>100</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>false</Reveal_During_Setup_Phase>
<Victory_Relevant>No</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<GUI_Bracket_Width>20</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>1</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Influences_Capture_Point>False</Influences_Capture_Point>
</GroundStructure>
<GroundStructure Name="Empire_Landing_Platform">
<Text_ID>TEXT_STRUCTURE_LANDING_PAD</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>EB_ICC_landingpad.alo</Land_Model_Name>
<Behavior/>
<LandBehavior>IDLE,LAND_OBSTACLE,REVEAL</LandBehavior>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>0.75</Scale_Factor>
<Tactical_Health>500</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.2</Radar_Icon_Size>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Obstacle_Width>160.0</Obstacle_Width>
<Obstacle_Height>100.0</Obstacle_Height>
<Obstacle_X_Offset>-80.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-50.0</Obstacle_Y_Offset>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<GUI_Bracket_Width>50</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Influences_Capture_Point>False</Influences_Capture_Point>
</GroundStructure>
<GroundStructure Name="Empire_Landing_Platform_2X">
<Variant_Of_Existing_Type>Empire_Landing_Platform</Variant_Of_Existing_Type>
<LandBehavior>IDLE, REVEAL</LandBehavior>
<Scale_Factor>2.0</Scale_Factor>
</GroundStructure>
<!--Rebel Structures-->
<GroundStructure Name="Wall">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_BASEWALL-MID.ALO</Land_Model_Name>
<Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<OverridePassability>RebelWall</OverridePassability>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Rebel</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Wall_Corner">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_BASEWALL-corn.ALO</Land_Model_Name>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<OverridePassability>RebelWall</OverridePassability>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Rebel</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation,null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Wall_Inside_Corner">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_BASEWALL-Inside-crn.ALO</Land_Model_Name>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<OverridePassability>RebelWall</OverridePassability>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Rebel</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Grounded_Xwing">
<Text_ID>TEXT_UNIT_X_WING</Text_ID>
<Land_Model_Name>Cin_rv_XWingProp.alo</Land_Model_Name>
<Icon_Name>i_button_x_wing.tga</Icon_Name>
<Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>IDLE,LAND_OBSTACLE</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Tactical_Health>50</Tactical_Health>
<Affiliation>Rebel</Affiliation>
<!--<Base_Level_Available>0</Base_Level_Available>-->
<Armor_Type>Armor_Vehicle</Armor_Type>
<Reveal_During_Setup_Phase>false</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.05 0.05</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Small_Explosion_Land</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
</GroundStructure>
<GroundStructure Name="Captureable_Xwing">
<Variant_Of_Existing_Type>Grounded_Xwing</Variant_Of_Existing_Type>
<Land_Model_Name>rv_xwing_mission01.alo</Land_Model_Name>
<Affiliation>Neutral</Affiliation>
<No_Colorization_Color>200, 104, 59, 255</No_Colorization_Color>
</GroundStructure>
<!--PIRATE STRUCTURES-->
<GroundStructure Name="Pirate_Wall">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_BASEWALL-MID.ALO</Land_Model_Name>
<Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Pirates</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Pirate_Wall_Corner">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_BASEWALL-corn.ALO</Land_Model_Name>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Pirates</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Pirate_Wall_Inside_Corner">
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>RB_BASEWALL-Inside-crn.ALO</Land_Model_Name>
<Behavior/>
<LandBehavior>WALL</LandBehavior>
<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
<Tactical_Health>200</Tactical_Health>
<Affiliation>Pirates</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.04 0.04</Radar_Icon_Size>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Proj_Wall_Destruction</Death_Explosions>
<CategoryMask>Wall</CategoryMask>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<!--Test structures - used for planning required base area; DO NOT use on final maps-->
<GroundStructure Name="Test_Base_Hector">
<Text_ID>TEXT_STRUCTURE_PRODUCTION_01</Text_ID>
<Land_Model_Name>ALTTEST.ALO</Land_Model_Name>
<Select_Box_Scale>100</Select_Box_Scale>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
<Behavior>SELECTABLE,DUMMY_LAND_BASE_LEVEL_COMPONENT</Behavior>
<LandBehavior>IDLE,LAND_OBSTACLE,REVEAL</LandBehavior>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>0.75</Scale_Factor>
<Tactical_Health>1000</Tactical_Health>
<Affiliation>Rebel</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Victory_Relevant>yes</Victory_Relevant>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
<Armor_Type>Armor_Wall</Armor_Type>
<Reveal_During_Setup_Phase>true</Reveal_During_Setup_Phase>
<!--<Obstacle_Width>260.0</Obstacle_Width>
<Obstacle_Height>380.0</Obstacle_Height>
<Obstacle_X_Offset>-170.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-190.0</Obstacle_Y_Offset>-->
<GUI_Bracket_Width>60</GUI_Bracket_Width>
<GUI_Bracket_Height>0</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
</GroundStructure>
<GroundStructure Name="Invisible_Reveal_Object">
<Text_ID/>
<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
<Select_Box_Scale>100</Select_Box_Scale>
<Behavior/>
<LandBehavior>REVEAL</LandBehavior>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Tactical_Health>999999</Tactical_Health>
<Affiliation>Neutral</Affiliation>
<!--<Base_Level_Available>0</Base_Level_Available>-->
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>false</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Collidable_By_Projectile_Living>No</Collidable_By_Projectile_Living>
<CategoryMask>Wall</CategoryMask>
</GroundStructure>
<GroundStructure Name="Gallofree_Stationary">
<Text_ID/>
<Land_Model_Name>RV_TRANSPORT.ALO</Land_Model_Name>
<Select_Box_Scale>100</Select_Box_Scale>
<Behavior/>
<LandBehavior>IDLE, LAND_OBSTACLE</LandBehavior>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Tactical_Health>999999</Tactical_Health>
<Affiliation>Neutral</Affiliation>
<!--<Base_Level_Available>0</Base_Level_Available>-->
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>false</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Collidable_By_Projectile_Living>No</Collidable_By_Projectile_Living>
<CategoryMask>Wall</CategoryMask>
</GroundStructure>
<GroundStructure Name="Imperial_Observation_Bunker">
<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>
<Text_ID>TEXT_STRUCTURE_EMPIRE_BUNKER</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>EB_Testbunker.alo</Land_Model_Name>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
<Behavior>SELECTABLE, UNIT_AI</Behavior>
<LandBehavior>IDLE, LAND_OBSTACLE, SPACE_OBSTACLE, REVEAL</LandBehavior>
<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Radar_Icon_Size>0.08 0.08</Radar_Icon_Size>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Select_Box_Scale>180</Select_Box_Scale>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Tactical_Health>500</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>1</Base_Level_Available>-->
<Victory_Relevant>No</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Frigate | Corvette</Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
<Score_Cost_Credits>500</Score_Cost_Credits>
<AI_Combat_Power>5</AI_Combat_Power>
<Property_Flags>NotOpportunityTarget</Property_Flags>
</GroundStructure>
<GroundStructure Name="Landed_Empire_Shuttle">
<Text_ID>TEXT_UNIT_TYDERIUM_SHUTTLE</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Land_Model_Name>EV_LAMBDASHUTTLE.ALO</Land_Model_Name>
<Select_Box_Scale>100</Select_Box_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>IDLE, LAND_OBSTACLE, UNIT_AI</LandBehavior>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>2.0</Scale_Factor>
<Tactical_Health>100</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>0</Base_Level_Available>-->
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>false</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CategoryMask>Structure</CategoryMask>
<AI_Combat_Power>5</AI_Combat_Power>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
</GroundStructure>
<GroundStructure Name="Droid_Interface_Station">
<Text_ID>TEXT_STRUCTURE_DROID_INTERFACE_STATION</Text_ID>
<Land_Model_Name>W_R2_Terminal.alo</Land_Model_Name>
<Select_Box_Scale>30</Select_Box_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>LAND_OBSTACLE</LandBehavior>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.8</Scale_Factor>
<Tactical_Health>100</Tactical_Health>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>0</Base_Level_Available>-->
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>false</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CategoryMask>Structure</CategoryMask>
<AI_Combat_Power>5</AI_Combat_Power>
<Death_Explosions>Small_Explosion_Land</Death_Explosions>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die>
</GroundStructure>
<GroundStructure Name="Uplink_Station">
<Icon_Name>i_button_uplink_station.tga</Icon_Name>
<GUI_Bounds_Scale>0.15</GUI_Bounds_Scale>
<Text_ID>TEXT_STRUCTURE_UPLINK_STATION</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Land_Model_Name>w_uplink_station.alo</Land_Model_Name>
<Select_Box_Scale>30</Select_Box_Scale>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>LAND_OBSTACLE, EARTHQUAKE_TARGET, ION_STUN_EFFECT, STUNNABLE</LandBehavior>
<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
<Mass>1.0</Mass>
<Scale_Factor>1.5</Scale_Factor>
<Tactical_Health>500</Tactical_Health>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<Affiliation>Empire</Affiliation>
<!--<Base_Level_Available>0</Base_Level_Available>-->
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>false</Reveal_During_Setup_Phase>
<Victory_Relevant>no</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CategoryMask>Structure</CategoryMask>
<AI_Combat_Power>5</AI_Combat_Power>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.1 0.1</Radar_Icon_Size>
</GroundStructure>
<GroundStructure Name="Uplink_Station_Abandoned">
<Variant_Of_Existing_Type>Uplink_Station</Variant_Of_Existing_Type>
<Text_ID>TEXT_STRUCTURE_COMM_ARRAY</Text_ID>
<Encyclopedia_Text>TEXT_STRUCTURE_ABANDONED_UPLINK_STATION</Encyclopedia_Text>
<Land_Model_Name>w_uplink_station_abandon.alo</Land_Model_Name>
<Scale_Factor>1.0</Scale_Factor>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
</GroundStructure>
<GroundStructure Name="Empire_Gate_Large">
<Variant_Of_Existing_Type>Empire_Wall</Variant_Of_Existing_Type>
<!--<Land_Model_Name>EB_BaseWall-mid.alo</Land_Model_Name>-->
<Text_ID>TEXT_STRUCTURE_GATE</Text_ID>
<CategoryMask>Structure</CategoryMask>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>IDLE, SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, DUMMY_TOOLTIP, DAMAGE_TRACKING</LandBehavior>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>false</GUI_Hide_Health_Bar>
<Scale_Factor>4.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>
<Shield_Points>0</Shield_Points>
<Tactical_Health>1500</Tactical_Health>
<Affiliation>Empire</Affiliation>
<Death_Clone>Damage_Normal, Empire_Gate_Large_Death_Clone</Death_Clone>
<Death_Clone_Is_Obstacle>false</Death_Clone_Is_Obstacle>
</GroundStructure>
<GroundStructure Name="Empire_Gate_Large_Death_Clone">
<Land_Model_Name>EB_CIN_Basewall-mid_D.alo</Land_Model_Name>
<Scale_Factor>4.0</Scale_Factor>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<Affiliation>Neutral</Affiliation>
</GroundStructure>
<GroundStructure Name="Empire_Gate_Large_Dest">
<Variant_Of_Existing_Type>Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>EB_BaseWall-mid_dest.alo</Land_Model_Name>
<LandBehavior>IDLE</LandBehavior>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Scale_Factor>4.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>
<Tactical_Health>0</Tactical_Health>
<Affiliation>Empire</Affiliation>
</GroundStructure>
<GroundStructure Name="Empire_Gate_Large_Animated">
<Variant_Of_Existing_Type>Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>EB_CIN_BaseWall-mid.alo</Land_Model_Name>
<LandBehavior>IDLE, SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, DUMMY_TOOLTIP</LandBehavior>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Scale_Factor>4.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>
<Tactical_Health>1500</Tactical_Health>
<Affiliation>Empire</Affiliation>
</GroundStructure>
<GroundStructure Name="Empire_Gate_Medium_Animated">
<Variant_Of_Existing_Type>Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>EB_CIN_BaseWall-mid.alo</Land_Model_Name>
<LandBehavior>IDLE, SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, DUMMY_TOOLTIP</LandBehavior>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<GUI_Hide_Health_Bar>true</GUI_Hide_Health_Bar>
<Scale_Factor>2.0</Scale_Factor>
<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>
<Tactical_Health>1500</Tactical_Health>
<Affiliation>Empire</Affiliation>
</GroundStructure>
<GroundStructure Name="Empire_Checkpoint">
<Land_Model_Name>EB_CheckPointStructure.alo</Land_Model_Name><!--jdg updated model 7/13/06 was NB_twilek_building.alo-->
<Text_ID>TEXT_STRUCTURE_WALL</Text_ID>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>
<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die>
<Ranged_Target_Z_Adjust>5.0</Ranged_Target_Z_Adjust>
<LandBehavior>IDLE, SPACE_OBSTACLE, LAND_OBSTACLE, REVEAL, DUMMY_TOOLTIP</LandBehavior>
<Influences_Capture_Point>False</Influences_Capture_Point>
<Is_Branched_Map_Discardable>False</Is_Branched_Map_Discardable>
<Armor_Type>Armor_Structure</Armor_Type>
<Reveal_During_Setup_Phase>False</Reveal_During_Setup_Phase>
<Mass>1.0</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Tactical_Health>500</Tactical_Health>
<Energy_Capacity>1000</Energy_Capacity>
<Energy_Refresh_Rate>50</Energy_Refresh_Rate>
<Affiliation>Neutral</Affiliation>
<Victory_Relevant>No</Victory_Relevant>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<CategoryMask>Structure</CategoryMask>
<Land_Damage_Thresholds>1, 0.66, 0.33, 0</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2, 3</Land_Damage_Alternates>
<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation, null</Land_Damage_SFX>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Space_Obstacle_Offset>0 0 0</Space_Obstacle_Offset>
<Space_Layer>Frigate | Corvette</Space_Layer>
<Has_Land_Evaluator>True</Has_Land_Evaluator>
</GroundStructure>
</SpecialStructures>