Files
SoaFE/DATA/XML/UNITS/SPACE_UNIQUE_UNITS.XML

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XML

<?xml version="1.0" encoding="UTF-8"?>
<Data>
<SpaceUnit Name="Rebel_Mining_Ship">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Mining_Ship,
GALYANA_CLASS_BLANK,
STAT_A_MININGSHIP_COST,
STAT_A_MININGSHIP_TIME,
STAT_A_MININGSHIP_SHIELD,
STAT_A_MININGSHIP_HULL,
STAT_A_MININGSHIP_SPEED,
GALYANA_CLASS_BLANK,
Galyana_Mining_Ship_Income
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>165</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Income_Stream_Ability Name="R_Mining_Ship_Income_Stream">
<Base_Income_Value>25</Base_Income_Value>
<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
<Split_Favors_Owner>No</Split_Favors_Owner>
<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
</Income_Stream_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Empire_Mining_Ship">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Mining_Ship,
GALYANA_CLASS_BLANK,
STAT_A_MININGSHIP_COST,
STAT_A_MININGSHIP_TIME,
STAT_A_MININGSHIP_SHIELD,
STAT_A_MININGSHIP_HULL,
STAT_A_MININGSHIP_SPEED,
GALYANA_CLASS_BLANK,
Galyana_Mining_Ship_Income
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>165</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- 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_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Income_Stream_Ability Name="E_Mining_Ship_Income_Stream">
<Base_Income_Value>25</Base_Income_Value>
<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
<Split_Favors_Owner>No</Split_Favors_Owner>
<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
</Income_Stream_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Underworld_Mining_Ship">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Mining_Ship,
GALYANA_CLASS_BLANK,
STAT_A_MININGSHIP_COST,
STAT_A_MININGSHIP_TIME,
STAT_A_MININGSHIP_SHIELD,
STAT_A_MININGSHIP_HULL,
STAT_A_MININGSHIP_SPEED,
GALYANA_CLASS_BLANK,
Galyana_Mining_Ship_Income
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>165</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Income_Stream_Ability Name="U_Mining_Ship_Income_Stream">
<Base_Income_Value>25</Base_Income_Value>
<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
<Split_Favors_Owner>No</Split_Favors_Owner>
<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
</Income_Stream_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Hutt_Mining_Ship">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
<Encyclopedia_Text>
Galyana_Tooltip_Mining_Ship,
GALYANA_CLASS_BLANK,
STAT_A_MININGSHIP_COST,
STAT_A_MININGSHIP_TIME,
STAT_A_MININGSHIP_SHIELD,
STAT_A_MININGSHIP_HULL,
STAT_A_MININGSHIP_SPEED,
GALYANA_CLASS_BLANK,
Galyana_Mining_Ship_Income
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>165</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Abilities SubObjectList="Yes">
<Income_Stream_Ability Name="H_Mining_Ship_Income_Stream">
<Base_Income_Value>25</Base_Income_Value>
<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
<Split_Favors_Owner>No</Split_Favors_Owner>
<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
</Income_Stream_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Rebel_Mine_Layer">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_MineLayer</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_MineLayer,
GALYANA_CLASS_BLANK,
STAT_A_MINELAYER_COST,
STAT_A_MINELAYER_TIME,
STAT_A_MINELAYER_SHIELD,
STAT_A_MINELAYER_HULL,
STAT_A_MINELAYER_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_HEROTRANSPORT.ALO</Space_Model_Name>
<Icon_Name>i_button_Alliance_Shuttle.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>150</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>250</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Rebel_Minefield, 20</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_Minefield, -1</Reserve_Spawned_Units_Tech_0>
<HardPoints>HP_Mine_Layer_Hangar_R</HardPoints>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Death_Clone>Damage_Normal, Alliance_Shuttle_Death_Clone</Death_Clone>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability> <!--Deploy Minefield-->
<Type>DEPLOY_SQUAD</Type>
<Recharge_Seconds>15</Recharge_Seconds>
<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
<Recharge_Seconds>40</Recharge_Seconds>
<SFXEvent_Target_Ability/>
<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Buzz_Droids_Ability Name="Deploy_Nanites">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>5</Activation_Min_Range>
<Activation_Max_Range>250</Activation_Max_Range>
<Chase_Radius>0</Chase_Radius>
<Damage_Radius>0</Damage_Radius>
<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
<Activate_SFX/>
<Object_Type>Rebel_Nanite_Field</Object_Type>
</Buzz_Droids_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Empire_Mine_Layer">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_MineLayer</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_MineLayer,
GALYANA_CLASS_BLANK,
STAT_A_MINELAYER_COST,
STAT_A_MINELAYER_TIME,
STAT_A_MINELAYER_SHIELD,
STAT_A_MINELAYER_HULL,
STAT_A_MINELAYER_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>EV_LAMBDASHUTTLE_SPACE.ALO</Space_Model_Name>
<Icon_Name>i_button_Lamba_Shuttle.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.7</Scale_Factor>
<Select_Box_Scale>150</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>250</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Empire_Minefield, 20</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Empire_Minefield, -1</Reserve_Spawned_Units_Tech_0>
<HardPoints>HP_Mine_Layer_Hangar_E</HardPoints>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Death_Clone>Damage_Normal, Shuttle_Tyderium_Death_Clone</Death_Clone>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- 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_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability> <!--Deploy Minefield-->
<Type>DEPLOY_SQUAD</Type>
<Recharge_Seconds>15</Recharge_Seconds>
<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
<Recharge_Seconds>40</Recharge_Seconds>
<SFXEvent_Target_Ability/>
<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Buzz_Droids_Ability Name="Deploy_Nanites">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>5</Activation_Min_Range>
<Activation_Max_Range>250</Activation_Max_Range>
<Chase_Radius>0</Chase_Radius>
<Damage_Radius>0</Damage_Radius>
<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
<Activate_SFX/>
<Object_Type>Empire_Nanite_Field</Object_Type>
</Buzz_Droids_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Underworld_Mine_Layer">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_MineLayer</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_MineLayer,
GALYANA_CLASS_BLANK,
STAT_A_MINELAYER_COST,
STAT_A_MINELAYER_TIME,
STAT_A_MINELAYER_SHIELD,
STAT_A_MINELAYER_HULL,
STAT_A_MINELAYER_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>UV_RZ-52BoardingShip.ALO</Space_Model_Name>
<Icon_Name>i_button_uv_rz_52.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>1.0</Scale_Factor>
<Select_Box_Scale>150</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>250</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Underworld_Minefield, 20</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Underworld_Minefield, -1</Reserve_Spawned_Units_Tech_0>
<HardPoints>HP_Mine_Layer_Hangar_U</HardPoints>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Death_Clone>Damage_Normal, Underworld_Infantry_Droid_Shuttle_Death_Clone</Death_Clone>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability> <!--Deploy Minefield-->
<Type>DEPLOY_SQUAD</Type>
<Recharge_Seconds>15</Recharge_Seconds>
<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
<Recharge_Seconds>40</Recharge_Seconds>
<SFXEvent_Target_Ability/>
<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Buzz_Droids_Ability Name="Deploy_Nanites">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>5</Activation_Min_Range>
<Activation_Max_Range>250</Activation_Max_Range>
<Chase_Radius>0</Chase_Radius>
<Damage_Radius>0</Damage_Radius>
<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
<Activate_SFX/>
<Object_Type>Underworld_Nanite_Field</Object_Type>
</Buzz_Droids_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Hutt_Mine_Layer">
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_MineLayer</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_MineLayer,
GALYANA_CLASS_BLANK,
STAT_A_MINELAYER_COST,
STAT_A_MINELAYER_TIME,
STAT_A_MINELAYER_SHIELD,
STAT_A_MINELAYER_HULL,
STAT_A_MINELAYER_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>
<Space_Model_Name>NV_Shadowclaw.ALO</Space_Model_Name>
<Icon_Name>I_button_shadowclaw.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Population_Value>2</Population_Value>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<GUI_Bracket_Size>0</GUI_Bracket_Size>
<!-- Scale - Collision Info -->
<Mass>0.995</Mass>
<Size_Value>120</Size_Value>
<Scale_Factor>0.5</Scale_Factor>
<Select_Box_Scale>150</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>3.0</Max_Speed>
<Min_Speed>1.0</Min_Speed>
<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<Max_Thrust>0.8</Max_Thrust>
<OverrideAcceleration>.07</OverrideAcceleration>
<OverrideDeceleration>.07</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>250</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Energy_Capacity>300</Energy_Capacity>
<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>5</Damage>
<AI_Combat_Power>10</AI_Combat_Power>
<Starting_Spawned_Units_Tech_0>Hutt_Minefield, 20</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Hutt_Minefield, -1</Reserve_Spawned_Units_Tech_0>
<HardPoints>HP_Mine_Layer_Hangar_H</HardPoints>
<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>
<Fire_Cone_Width>45.0</Fire_Cone_Width>
<Fire_Cone_Height>45.0</Fire_Cone_Height>
<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<FormationPriority>6</FormationPriority>
<Guard_Chase_Range>600.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>400.0</Autonomous_Move_Extension_Vs_Attacker>
<!-- Misc. Info -->
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Victory_Relevant>No</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<CategoryMask>Transport</CategoryMask>
<Ranking_In_Category>7</Ranking_In_Category>
<Ship_Class>Transport</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Score_Cost_Credits>1000</Score_Cost_Credits>
<!-- Behavior - Death Info -->
<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>
<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
<Death_Clone>Damage_Normal, Merchant_Freighter_Death_Clone</Death_Clone>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>
<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Unit_Abilities_Data SubObjectList="Yes">
<Unit_Ability> <!--Deploy Minefield-->
<Type>DEPLOY_SQUAD</Type>
<Recharge_Seconds>15</Recharge_Seconds>
<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
<Recharge_Seconds>40</Recharge_Seconds>
<SFXEvent_Target_Ability/>
<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes">
<Buzz_Droids_Ability Name="Deploy_Nanites">
<Activation_Style>User_Input</Activation_Style>
<Activation_Min_Range>5</Activation_Min_Range>
<Activation_Max_Range>250</Activation_Max_Range>
<Chase_Radius>0</Chase_Radius>
<Damage_Radius>0</Damage_Radius>
<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
<Activate_SFX/>
<Object_Type>Hutt_Nanite_Field</Object_Type>
</Buzz_Droids_Ability>
</Abilities>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
</SpaceUnit>
<SpaceUnit Name="Template_Constructor"> <!-- Arquitens Class Constructor -->
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Arquitens</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Arquitens,
GALYANA_CLASS_BLANK,
STAT_A_ORMYLARCONSTRUCTOR_COST,
STAT_A_ORMYLARCONSTRUCTOR_TIME,
STAT_A_ORMYLARCONSTRUCTOR_SHIELD,
STAT_A_ORMYLARCONSTRUCTOR_HULL,
STAT_A_ORMYLARCONSTRUCTOR_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class> <!-- Galyana_Class_Constructor -->
<Space_Model_Name>NV_CONSTRUCTOR.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_CONSTRUCTOR.TGA</Icon_Name>
<Affiliation>Neutral</Affiliation>
<Population_Value>5</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>2.0</Scale_Factor>
<Select_Box_Scale>300</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>2.0</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>10</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_Frigate</Shield_Armor_Type>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>30</Shield_Refresh_Rate>
<Armor_Type>Armor_Frigate_Heavy</Armor_Type>
<Tactical_Health>3000</Tactical_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>30</Damage>
<AI_Combat_Power>3000</AI_Combat_Power>
<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>1200.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>35.0</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>
<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <!-- Required or unit will be invisible to enemies -->
<Last_State_Visible_Under_FOW>False</Last_State_Visible_Under_FOW> <!-- Required or unit will be visible through fog of war -->
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <!-- Required or unit will be visible through fog of war -->
<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>-100.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>5000</Build_Cost_Credits>
<Build_Time_Seconds>30</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>5</Required_Star_Base_Level>
<Piracy_Value_Credits>100</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>3000</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<!-- Behavior - Death Info -->
<!-- Spawn_Squadron required for constructed starbase to deploy hangar units -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED, TACTICAL_BUILD_OBJECTS</Behavior>
<SpaceBehavior>ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Lua_Script>ObjectScript_Constructor</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Constructor_Death_Clone</Death_Clone>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<!-- Construction Info -->
<Tactical_Build_Attachment_Bone_Name>ROOT</Tactical_Build_Attachment_Bone_Name>
<Tactically_Built_Child_Object_Persists>No</Tactically_Built_Child_Object_Persists>
<Hides_When_Built_On>True</Hides_When_Built_On> <!-- was False for debugging -->
<Destroy_When_Child_Dies>True</Destroy_When_Child_Dies>
<!--AJA 04/27/2006 - Even though these are not captureable objects, the TACTICAL_BUILD_OBJECTS behavior will prevent you
from building on this object if there are any enemies within this distance. This field has a default value of 200.0,
so don't remove this otherwise you won't be able to build on an MDU if there are enemies within 200 units (pretty big distance).-->
<Capture_Point_Radius>5.0</Capture_Point_Radius>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
</SpaceUnit>
<SpaceUnit Name="Rebel_Constructor">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
<HardPoints>
HP_Arquitens_R_01,
HP_Arquitens_R_02,
HP_Arquitens_R_03,
HP_Arquitens_R_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Rebel,
UC_Rebel_Defense_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Nebulon</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Nebulon</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Nebulon</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>RHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>RHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, 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_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
</SpaceUnit>
<SpaceUnit Name="Empire_Constructor">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<HardPoints>
HP_Arquitens_E_01,
HP_Arquitens_E_02,
HP_Arquitens_E_03,
HP_Arquitens_E_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Defense_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- 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_Acclamator</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</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_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_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>
</SpaceUnit>
<SpaceUnit Name="Underworld_Constructor">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<HardPoints>
HP_Arquitens_U_01,
HP_Arquitens_U_02,
HP_Arquitens_U_03,
HP_Arquitens_U_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Underworld,
UC_Underworld_Defense_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- No Asteroid Field Damage -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Interceptor_IV</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Interceptor_IV</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Interceptor_IV</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interceptor_IV</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Interceptor_IV</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Interceptor_IV</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Interceptor_IV</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interceptor_IV</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
</SpaceUnit>
<SpaceUnit Name="Hutt_Constructor">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Hutts</Affiliation>
<HardPoints>
HP_Arquitens_H_01,
HP_Arquitens_H_02,
HP_Arquitens_H_03,
HP_Arquitens_H_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Hutts,
UC_Hutt_Defense_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught</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_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, 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>
</SpaceUnit>
<!-- Alternate constructor variants -->
<!-- Unlimited build count, allows production of L1 starbases and research stations -->
<SpaceUnit Name="Rebel_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
<HardPoints>
HP_Arquitens_R_01,
HP_Arquitens_R_02,
HP_Arquitens_R_03,
HP_Arquitens_R_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Rebel,
UC_Rebel_Defense_Station,
UC_Rebel_L1_Space_Station,
UC_Rebel_L1_Research_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Nebulon</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Nebulon</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Nebulon</SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target>RHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming>RHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, 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_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
</SpaceUnit>
<SpaceUnit Name="Empire_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<HardPoints>
HP_Arquitens_E_01,
HP_Arquitens_E_02,
HP_Arquitens_E_03,
HP_Arquitens_E_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Defense_Station,
UC_Empire_L1_Space_Station,
UC_Empire_L1_Research_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- 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_Acclamator</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</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_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_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>
<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
</SpaceUnit>
<SpaceUnit Name="Underworld_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<HardPoints>
HP_Arquitens_U_01,
HP_Arquitens_U_02,
HP_Arquitens_U_03,
HP_Arquitens_U_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Targeting_Max_Attack_Distance>1100.0</Targeting_Max_Attack_Distance>
<Tactical_Buildable_Objects_Multiplayer>
Underworld,
UC_Underworld_Defense_Station,
UC_Underworld_L1_Space_Station,
UC_Underworld_L1_Research_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- No Asteroid Field Damage -->
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Interceptor_IV</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Interceptor_IV</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Interceptor_IV</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interceptor_IV</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Interceptor_IV</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Interceptor_IV</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Interceptor_IV</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interceptor_IV</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
</SpaceUnit>
<SpaceUnit Name="Hutt_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
<Affiliation>Hutts</Affiliation>
<HardPoints>
HP_Arquitens_H_01,
HP_Arquitens_H_02,
HP_Arquitens_H_03,
HP_Arquitens_H_04,
HP_Arquitens_Dummy,
HP_Arquitens_ShieldGen,
HP_Arquitens_Engines
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Hutts,
UC_Hutt_Defense_Station,
UC_Hutt_L1_Space_Station,
UC_Hutt_L1_Research_Station
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught</SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught</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_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, 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>
<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
</SpaceUnit>
<SpaceUnit Name="Constructor_Death_Clone">
<Text_ID>Galyana_Unit_Arquitens</Text_ID>
<Space_Model_Name>NV_CONSTRUCTOR_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>2.0</Scale_Factor>
<Layer_Z_Adjust>-100.0</Layer_Z_Adjust>
<Max_Speed>1.0</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>Rebel, Empire, Underworld, Hutts</Affiliation>
<Ship_Class>Frigate</Ship_Class>
<Remove_Upon_Death>True</Remove_Upon_Death>
</SpaceUnit>
<SpaceUnit Name="Template_Satellite_Constructor"> <!-- Velox-class -->
<!-- Encyclopedia Info -->
<Text_ID>Galyana_Unit_Velox</Text_ID>
<Encyclopedia_Text>
Galyana_Unit_Text_Velox,
GALYANA_CLASS_BLANK,
STAT_A_VELOXCONSTRUCTOR_COST,
STAT_A_VELOXCONSTRUCTOR_TIME,
STAT_A_VELOXCONSTRUCTOR_SHIELD,
STAT_A_VELOXCONSTRUCTOR_HULL,
STAT_A_VELOXCONSTRUCTOR_SPEED
</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class> <!-- Galyana_Class_Constructor -->
<Space_Model_Name>NV_Velox.ALO</Space_Model_Name>
<Icon_Name>I_BUTTON_VELOX.TGA</Icon_Name>
<Affiliation>Neutral</Affiliation>
<Population_Value>0</Population_Value>
<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
<!-- GUI Info -->
<GUI_Row>1</GUI_Row>
<!-- Scale - Collision Info -->
<Mass>0.999</Mass>
<Size_Value>8</Size_Value>
<Scale_Factor>0.4</Scale_Factor>
<Select_Box_Scale>550</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<!-- Movement Info -->
<MovementClass>Space</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Max_Rate_Of_Turn>1.2</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.3</Max_Rate_Of_Roll>
<Bank_Turn_Angle>10</Bank_Turn_Angle>
<Max_Thrust>1.0</Max_Thrust>
<OverrideAcceleration>.06</OverrideAcceleration>
<OverrideDeceleration>.06</OverrideDeceleration>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.0</Hyperspace_Speed>
<!-- Statistics Info -->
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Shield_Points>600</Shield_Points>
<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
<Armor_Type>Armor_Corvette_Heavy</Armor_Type>
<Tactical_Health>800</Tactical_Health>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<!-- Damage - Targeting Info -->
<Damage>20</Damage>
<AI_Combat_Power>1500</AI_Combat_Power>
<Space_FOW_Reveal_Range>1000.0</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>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>
<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <!-- Required or unit will be invisible to enemies -->
<Last_State_Visible_Under_FOW>False</Last_State_Visible_Under_FOW> <!-- Required or unit will be visible through fog of war -->
<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <!-- Required or unit will be visible through fog of war -->
<Victory_Relevant>Yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<CategoryMask>Corvette</CategoryMask>
<Ranking_In_Category>6</Ranking_In_Category>
<Ship_Class>Corvette</Ship_Class>
<Space_Layer>Corvette</Space_Layer>
<Layer_Z_Adjust>-50.0</Layer_Z_Adjust>
<Is_Escort>No</Is_Escort>
<Is_Bomber>No</Is_Bomber>
<!-- Galactic Info -->
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>2000</Build_Cost_Credits>
<Build_Time_Seconds>20</Build_Time_Seconds>
<Tech_Level>0</Tech_Level>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>5</Required_Star_Base_Level>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<!-- <Tactical_Bribe_Cost>1000</Tactical_Bribe_Cost>-->
<Score_Cost_Credits>2000</Score_Cost_Credits>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Political_Control>0</Political_Control>
<Squadron_Capacity>0</Squadron_Capacity>
<!-- Behavior - Death Info -->
<!-- Spawn_Squadron required for constructed starbase to deploy hangar units -->
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED, TACTICAL_BUILD_OBJECTS</Behavior>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Lua_Script>ObjectScript_Constructor</Lua_Script>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<!-- <Death_Clone>Damage_Normal, </Death_Clone>-->
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<!-- Construction Info -->
<Tactical_Build_Attachment_Bone_Name>ROOT</Tactical_Build_Attachment_Bone_Name>
<Tactically_Built_Child_Object_Persists>No</Tactically_Built_Child_Object_Persists>
<Hides_When_Built_On>True</Hides_When_Built_On> <!-- was False for debugging -->
<Destroy_When_Child_Dies>True</Destroy_When_Child_Dies>
<!--AJA 04/27/2006 - Even though these are not captureable objects, the TACTICAL_BUILD_OBJECTS behavior will prevent you
from building on this object if there are any enemies within this distance. This field has a default value of 200.0,
so don't remove this otherwise you won't be able to build on an MDU if there are enemies within 200 units (pretty big distance).-->
<Capture_Point_Radius>5.0</Capture_Point_Radius>
<!--Multiplayer Construction Info-->
<Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>5</Build_Limit_Current_Per_Player>
</SpaceUnit>
<SpaceUnit Name="Rebel_Satellite_Constructor">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
<Population_Value>3</Population_Value>
<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->
<HardPoints>
HP_Velox_R_01,
HP_Velox_R_02,
HP_Velox_R_03
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Rebel,
UC_Rebel_Defense_Satellite_Laser,
UC_Rebel_Defense_Satellite_TurboLaser,
UC_Rebel_Defense_Satellite_Missile,
UC_Rebel_Defense_Satellite_Torpedo,
<!-- UC_Rebel_Defense_Satellite_Repair,
UC_Rebel_Defense_Satellite_LRS-->
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Corvette</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Corvette</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Corvette</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Corvette</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Corvette</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Corvette</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Corvette</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Corvette</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Corvette</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, 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_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
</SpaceUnit>
<SpaceUnit Name="Empire_Satellite_Constructor">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<Population_Value>3</Population_Value>
<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->
<HardPoints>
HP_Velox_E_01,
HP_Velox_E_02,
HP_Velox_E_03
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Defense_Satellite_Laser,
UC_Empire_Defense_Satellite_TurboLaser,
UC_Empire_Defense_Satellite_Missile,
UC_Empire_Defense_Satellite_Flak,
<!-- UC_Empire_Defense_Satellite_Tractor,
UC_Empire_Defense_Satellite_Interdictor-->
</Tactical_Buildable_Objects_Multiplayer>
<!-- 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_Broadside_Cruiser</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Boron_Missile_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Broadside_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Broadside_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Broadside_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Broadside_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Broadside_Cruiser</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Broadside_Cruiser</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_With_Non_Hero_Ability>Unit_Barrage_Broadside_Cruiser</SFXEvent_Attack_With_Non_Hero_Ability>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_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>
</SpaceUnit>
<SpaceUnit Name="Underworld_Satellite_Constructor">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<Population_Value>3</Population_Value>
<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->
<HardPoints>
HP_Velox_U_01,
HP_Velox_U_02,
HP_Velox_U_03
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Underworld,
UC_Underworld_Defense_Satellite_Plasma,
UC_Underworld_Defense_Satellite_MassDriver,
UC_Underworld_Defense_Satellite_DBM,
UC_Underworld_Defense_Satellite_Laser,
UC_Underworld_Defense_Satellite_Missile,
<!-- UC_Underworld_Defense_Satellite_Sensor-->
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Crusader</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Crusader</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
</SpaceUnit>
<SpaceUnit Name="Hutt_Satellite_Constructor">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Hutts</Affiliation>
<Population_Value>3</Population_Value>
<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->
<HardPoints>
HP_Velox_H_01,
HP_Velox_H_02,
HP_Velox_H_03
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Hutts,
UC_Hutt_Flak_Beam_Turret,
UC_Hutt_Beam_Turret,
UC_Hutt_Heavy_Beam_Turret,
UC_Hutt_Defense_Satellite_Laser,
UC_Hutt_Defense_Satellite_Missile,
<!-- UC_Hutt_Defense_Satellite_Emitter-->
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_IPV</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_IPV</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_IPV</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_IPV</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_IPV</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_IPV</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_IPV</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_IPV</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, 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>
</SpaceUnit>
<SpaceUnit Name="Rebel_Satellite_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Rebel</Affiliation>
<HardPoints>
HP_Velox_R_01,
HP_Velox_R_02,
HP_Velox_R_03
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Rebel,
UC_Rebel_Defense_Satellite_Laser,
UC_Rebel_Defense_Satellite_TurboLaser,
UC_Rebel_Defense_Satellite_Missile,
UC_Rebel_Defense_Satellite_Torpedo,
UC_Rebel_Defense_Satellite_Repair,
UC_Rebel_Defense_Satellite_LRS
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Corvette</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Corvette</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Corvette</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Corvette</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Corvette</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Corvette</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Corvette</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Corvette</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Corvette</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, 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_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
</SpaceUnit>
<SpaceUnit Name="Empire_Satellite_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Empire</Affiliation>
<HardPoints>
HP_Velox_E_01,
HP_Velox_E_02,
HP_Velox_E_03
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Empire,
UC_Empire_Defense_Satellite_Laser,
UC_Empire_Defense_Satellite_TurboLaser,
UC_Empire_Defense_Satellite_Missile,
UC_Empire_Defense_Satellite_Flak,
UC_Empire_Defense_Satellite_Tractor,
UC_Empire_Defense_Satellite_Interdictor
</Tactical_Buildable_Objects_Multiplayer>
<!-- 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_Broadside_Cruiser</SFXEvent_Build_Complete>
<SFXEvent_Fire>Unit_Boron_Missile_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Broadside_Cruiser</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Broadside_Cruiser</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Broadside_Cruiser</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Broadside_Cruiser</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Broadside_Cruiser</SFXEvent_Guard>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Broadside_Cruiser</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_With_Non_Hero_Ability>Unit_Barrage_Broadside_Cruiser</SFXEvent_Attack_With_Non_Hero_Ability>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_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>
<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
</SpaceUnit>
<SpaceUnit Name="Underworld_Satellite_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Underworld</Affiliation>
<HardPoints>
HP_Velox_U_01,
HP_Velox_U_02,
HP_Velox_U_03
</HardPoints>
<Targeting_Max_Attack_Distance>1100.0</Targeting_Max_Attack_Distance>
<Tactical_Buildable_Objects_Multiplayer>
Underworld,
UC_Underworld_Defense_Satellite_Plasma,
UC_Underworld_Defense_Satellite_MassDriver,
UC_Underworld_Defense_Satellite_DBM,
UC_Underworld_Defense_Satellite_Laser,
UC_Underworld_Defense_Satellite_Missile,
UC_Underworld_Defense_Satellite_Sensor
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Crusader</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_Crusader</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
</SpaceUnit>
<SpaceUnit Name="Hutt_Satellite_Constructor_Alt">
<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
<Affiliation>Hutts</Affiliation>
<HardPoints>
HP_Velox_H_01,
HP_Velox_H_02,
HP_Velox_H_03
</HardPoints>
<Tactical_Buildable_Objects_Multiplayer>
Hutts,
UC_Hutt_Flak_Beam_Turret,
UC_Hutt_Beam_Turret,
UC_Hutt_Heavy_Beam_Turret,
UC_Hutt_Defense_Satellite_Laser,
UC_Hutt_Defense_Satellite_Missile,
UC_Hutt_Defense_Satellite_Emitter
</Tactical_Buildable_Objects_Multiplayer>
<!-- SFX Events -->
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Build_Complete>
<SFXEvent_Select>Unit_Select_IPV</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_IPV</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_IPV</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_IPV</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_IPV</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_IPV</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_IPV</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula>Unit_Nebula_IPV</SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, 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>
<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
</SpaceUnit>
</Data>