MajorPayne Posted November 17, 2006 Posted November 17, 2006 Now this took me a while. Below is the "raw code" for the Arc_Hammer non hero version. It uses the Star destroyer for its base code but works for skirmish so presumably for GC as well (this is as well as the hero version I think). Its available at level 4 imperial station and a player can only use 2 at any one time. Make a new XML called Units_space_empire_arc_hammer.xml then copy/paste this code in: <?xml version="1.0"?> <SpaceUnitsCapital> <SpaceUnit Name="Arc_hammer2"> <Text_ID>TEXT_UNIT_ARC_HAMMER</Text_ID> <Encyclopedia_Good_Against> Corellian_Corvette Interceptor4_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Y-wing Skipray_Blastboat MC30_Frigate </Encyclopedia_Vulnerable_To> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>EV_archammer.ALO</Space_Model_Name> <Ranking_In_Category>5</Ranking_In_Category> <GUI_Bracket_Height>500</GUI_Bracket_Height> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Select_Box_Scale>800</Select_Box_Scale> <Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> <Scale_Factor>1.0</Scale_Factor> <Mass>0.999</Mass> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Multisample_FOW_Check>Yes</Multisample_FOW_Check> <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> <Armor_Type> Armor_Star_Destroyer </Armor_Type> <Shield_Armor_Type>Shield_Capital</Shield_Armor_Type> <Max_Speed>1.4</Max_Speed> <Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Capital </Space_Layer> <Layer_Z_Adjust>-330.0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <OverrideAcceleration> .02 </OverrideAcceleration> <OverrideDeceleration> .02 </OverrideDeceleration> <Max_Thrust>0.1</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1</Hyperspace_Speed> <Maintenance_Cost>0.3</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>99</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>4</Required_Star_Base_Level> <Required_Special_Structures /> <Required_Planets>MonCalimari, Kuat, Fondor, Sullust, Hypori</Required_Planets> <Damage>70</Damage> <Autoresolve_Health>7500</Autoresolve_Health> <Shield_Points>2000</Shield_Points> <Tactical_Health>7500</Tactical_Health> <!-- was 6000 --> <Shield_Refresh_Rate>50</Shield_Refresh_Rate> <Energy_Capacity>8000</Energy_Capacity> <Energy_Refresh_Rate>800</Energy_Refresh_Rate> <Ship_Class>capital</Ship_Class> <Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable> <!--<Political_Control>1</Political_Control>--> <Political_Faction>Empire</Political_Faction> <Squadron_Capacity>40</Squadron_Capacity> <Build_Cost_Credits>5900</Build_Cost_Credits> <Piracy_Value_Credits>250</Piracy_Value_Credits> <AI_Combat_Power>5900</AI_Combat_Power> <Build_Time_Seconds>90</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>8</Size_Value> <!-- Set to spawn all units once and then not continue - no reserves --> <Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 2</Starting_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds> <Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 8</Reserve_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Reserve_Spawned_Units_Tech_0> <Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior> <SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions> <Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance> <HardPoints> HP_ARC_HAMMER_CON_MISSILE, HP_ARC_HAMMER_LASER_CANNON_LEFT, HP_ARC_HAMMER_LASER_CANNON_LEFT, HP_ARC_HAMMER_TURBOLASER_LEFT, HP_ARC_HAMMER_TURBOLASER_RIGHT, HP_ARC_HAMMER_ENGINES, HP_ARC_HAMMER_SHIELD_GEN, HP_ARC_HAMMER_FIGHTER_BAY </HardPoints> <SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard> <SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite> <SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage> <SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Star_Destroyer </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Star_Destroyer </SFXEvent_Move_Into_Nebula> <SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid> <SFXEvent_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_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed> <Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Star_Destroyer</SFXEvent_Build_Complete> <SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <CategoryMask> Capital | AntiFrigate </CategoryMask> <Icon_Name>i_button_archammer.tga</Icon_Name> <GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name> <GUI_Distance>2300</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <Victory_Relevant>yes</Victory_Relevant> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Has_Space_Evaluator>True</Has_Space_Evaluator> <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> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Capital</Targeting_Priority_Set> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>i_radar_capital_ship_empire.tga</Radar_Icon_Name> <Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space> <Tactical_Bribe_Cost>4000</Tactical_Bribe_Cost> <Encyclopedia_Text> TEXT_TOOLTIP_ARC_HAMMER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class> <Score_Cost_Credits> 45000</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>8500</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <Build_Limit_Current_Per_Player>2</Build_Limit_Current_Per_Player> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> </SpaceUnit> <SpaceUnit Name="archammer_Death_Clone"> <Text_ID>TEXT_UNIT_ARC_HAMMER</Text_ID> <Space_Model_Name>EV_ARCHAMMER_D.ALO</Space_Model_Name> <Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die> <Scale_Factor> 1.0 </Scale_Factor> <Layer_Z_Adjust> -290.0 </Layer_Z_Adjust> <Max_Speed> 0.25 </Max_Speed> <Max_Rate_Of_Turn> 0.4 </Max_Rate_Of_Turn> <Max_Thrust> 0.05 </Max_Thrust> <Max_Rate_Of_Roll> 0.02 </Max_Rate_Of_Roll> <Bank_Turn_Angle> 5 </Bank_Turn_Angle> <Affiliation> Empire </Affiliation> <Ship_Class> capital_ship </Ship_Class> <Remove_Upon_Death>true</Remove_Upon_Death> </SpaceUnit> </SpaceUnitsCapital> Then add this entry below to the GAMEOBJECTFILES.XML under the imperial entries: <File>Units_space_empire_arc_hammer.xml</File> and finally add the necessary entries to the STARBASES.XML under the skirmish section: <Tactical_Buildable_Objects_Multiplayer> Empire, TIE_Interceptor_Squadron, TIE_Defender_Squadron, TIE_Phantom_Squadron, Tartan_Patrol_Cruiser, TIE_Bomber_Squadron, Acclamator_Assault_Ship, TIE_Scout_Squadron, Interdictor_Cruiser, Victory_Destroyer, Broadside_Class_Cruiser, Boba_Fett_Team_Space_MP, Darth_Team_Space_MP, Admonitor_Star_Destroyer, ES_Enhanced_Reactors_L1_Upgrade, ES_Enhanced_Reactors_L2_Upgrade, ES_Reinforced_Armor_L1_Upgrade, ES_Reinforced_Armor_L2_Upgrade, ES_Improved_Weapons_L1_Upgrade, ES_Improved_Weapons_L2_Upgrade, ES_Improved_Defenses_L1_Upgrade, ES_Improved_Defenses_L2_Upgrade, ES_Hypervelocity_Gun_Use_Upgrade, ES_Level_Five_Starbase_Upgrade, Venator_E, TIE_Bizzaro_Squadron, Arc_hammer2, </Tactical_Buildable_Objects_Multiplayer> I think thats it. If anyone wishes to update this with more sounds then feel free.
bhaalshad Posted November 17, 2006 Author Posted November 17, 2006 (edited) Allrighty then, got it working in both Skirmish and GC Death Star at its besthttp://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish.jpg Holding onhttp://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish_Tractor_Beam.jpg A Inside Viewhttp://i90.photobucket.com/albums/k240/bhaalshad/FoC_DS2_Skirmish_Inside_Tractor_Bea.jpg Death Star Weapons1: Turbo Laser : Auto Fire or select DS then target ship to attack.2: Krayt Special Megaweapon : Auto Fire or select DS then target ship to attack.3: Death Star Laser : Unselect DS. Choose Special Weapon Icon, the target enemy ship. 3A: I have added extra targets that the DS Laser can hit. Org. was only Capital & Frigates. Now you can target SpaceHeros, Capitals, Frigates & Corvettes.4: Tractor Beam : Auto Fire or select DS then target ship to attack.I was limitted on the weapons to add due to the lack of bones the modle has. (FoC Only)You will only need to modify 2 files. Starbases.xml and HardPoints.xml MasterTextFile_ENGLISH.DAT is optional. I added 1 new entry to tell the Station level 5 from the actual DS Station in the build que. TEXT_HAWK_UNIT_DEATH_STAR_IIUse a Dat Editor and add this entry.Name = TEXT_HAWK_UNIT_DEATH_STAR_IIText = Imperial Space Station Level 5 Either Copy paste the following code if you already have a mod, or grab the .zip file at bottom. The .zip contains Starbases.xml and Hardpoints.xml. Each file is modified with the Death Star code plus the org. code for those not using these files in a mod. HARDPOINTS.XMLAdd these New entries. <!-- Deathstar Hardpoints --> <HardPoint Name="HP_DS_Tractor_Beam"> <Type> HARD_POINT_TRACTOR_BEAM </Type> <Tooltip_Text>TEXT_TRACTOR_BEAM_HARDPOINT</Tooltip_Text> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Health>175.0</Health> <Attachment_Bone>SPAWN_00</Attachment_Bone> <!-- <Collision_Mesh>HP_trac_bone</Collision_Mesh> --> <Damage_Decal>HP_TRAC_BLAST</Damage_Decal> <Damage_Particles>HP_TRAC_EMITDAMAGE</Damage_Particles> <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles> <!-- STUBBED PLACEHOLDER --> <Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death</Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER --> </HardPoint> <HardPoint Name="HP_DS2_FIGHTER_BAY"> <Type> HARD_POINT_FIGHTER_BAY </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Attachment_Bone>SPAWN_00</Attachment_Bone> <!--<Collision_Mesh>SPAWN_00</Collision_Mesh>--> <Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text> <Health>5500.0</Health> <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles> <!-- STUBBED PLACEHOLDER --> <Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death</Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER --> </HardPoint> <HardPoint Name="HP_DS2_DISH_WEAPONS"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>5500.0</Health> <!-- Was 250 --> <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Model_To_Attach>W_planet_deathstar02_ii.alo</Model_To_Attach> <Attachment_Bone>Death Star</Attachment_Bone> <!--<Collision_Mesh>Death Star</Collision_Mesh>--> <Damage_Decal>HP_F-L_BLAST</Damage_Decal> <Damage_Particles>HP_F-L_EMITDAMAGE</Damage_Particles> <Fire_Bone_A>p_planet_deathstar_laser_small</Fire_Bone_A> <Fire_Bone_B>p_planet_deathstar_laser_small</Fire_Bone_B> <Fire_Cone_Width>160</Fire_Cone_Width> <Fire_Cone_Height>130.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 10.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="DS2_MEGAWEAPON_DAMAGE"> <Type> HARD_POINT_WEAPON_SPECIAL </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_SPECIAL</Tooltip_Text> <Health>8000.0</Health> <Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <Death_Explosion_SFXEvent>Unit_Hardpoint_Special_Death</Death_Explosion_SFXEvent> <Damage_Type> Damage_Star_Destroyer </Damage_Type> <Model_To_Attach>W_planet_deathstar02_ii.alo</Model_To_Attach> <Attachment_Bone>Death Star</Attachment_Bone> <!--<Collision_Mesh>Death Star</Collision_Mesh>--> <Damage_Decal>HP_SW_00_BLAST</Damage_Decal> <Damage_Particles>HP_SW_00_EMITDAMAGE</Damage_Particles> <Fire_Bone_A>MUZZLEA_00</Fire_Bone_A> <Fire_Bone_B>MUZZLEA_00</Fire_Bone_B> <Fire_Cone_Width>40</Fire_Cone_Width> <Fire_Cone_Height>180.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Krayt_Special_Megaweapon_Damage</Fire_Projectile_Type> <Max_Speed>90.0</Max_Speed> <Fire_Min_Recharge_Seconds>10.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>10.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>1</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2200.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Underworld_Plasma_Fire</Fire_SFXEvent> <Projectile_Appearance_Delay_Frames> 30 </Projectile_Appearance_Delay_Frames> <Fire_Category_Restrictions> Fighter, Bomber, Transport </Fire_Category_Restrictions> <Fire_Inaccuracy_Distance> Fighter, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 7.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 5.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> <!-- End DS2 Weapons --> STARBASES.XMLThe codes below replace existing code. Do Not Just add the code as a new entry. Search for Replace everything from to with this <StarBase Name="Empire_Star_Base_5"> <Text_ID>TEXT_HAWK_UNIT_DEATH_STAR_II</Text_ID> <Encyclopedia_Text> TEXT_TOOLTIP_DEATH_STAR_II TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_STATION </Encyclopedia_Unit_Class> <Encyclopedia_Good_Against> Corellian_Corvette Interceptor4_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> Y-wing Skipray_Blastboat MC30_Frigate </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>No</Is_Dummy> <Space_Model_Name>w_planet_deathstar02_II.ALO</Space_Model_Name> <Galactic_Model_Name>w_planet_deathstar02_II.ALO</Galactic_Model_Name> <GUI_Model_Name>w_planet_deathstar02_II.ALO</GUI_Model_Name> <Icon_Name>i_button_death_star_complete.tga</Icon_Name> <Ranking_In_Category>0</Ranking_In_Category> <Build_Countdown_Timer> Yes </Build_Countdown_Timer> <Build_Countdown_Text_ID> TEXT_DEATH_STAR_COUNTDOWN_TIMER </Build_Countdown_Text_ID> <Build_Countdown_Text_RGBA> 64, 128, 255, 255 </Build_Countdown_Text_RGBA> <Build_Speech_Underway> Speech_Death_Star_Build_Underway </Build_Speech_Underway> <Build_Speech_Completed> Speech_Death_Star_Build_Complete </Build_Speech_Completed> <Build_Speech_Stopped> Speech_Death_Star_Build_Stopped </Build_Speech_Stopped> <Build_Speech_Countdowns> Speech_Death_Star_Build_ </Build_Speech_Countdowns> <Build_Music_Completed> Galactic_Death_Star_Complete_Music_Event </Build_Music_Completed> <Collision_Box_Modifier>1.01</Collision_Box_Modifier> <GUI_Bracket_Height>500</GUI_Bracket_Height> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Select_Box_Scale>1000</Select_Box_Scale> <Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> <Mouse_Collide_Override_Sphere_Radius> 800.0 </Mouse_Collide_Override_Sphere_Radius> <Scale_Factor>2.0</Scale_Factor> <Mass>0.999</Mass> <Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> <Multisample_FOW_Check>Yes</Multisample_FOW_Check> <Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> <Armor_Type> Armor_Star_Destroyer </Armor_Type> <Shield_Armor_Type>Shield_Capital</Shield_Armor_Type> <Max_Speed>0.1</Max_Speed> <Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Capital </Space_Layer> <Layer_Z_Adjust>-450.0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll> <Bank_Turn_Angle>5</Bank_Turn_Angle> <OverrideAcceleration> .02 </OverrideAcceleration> <OverrideDeceleration> .02 </OverrideDeceleration> <Max_Thrust>0.1</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>1</Hyperspace_Speed> <Maintenance_Cost>0.3</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>4</Tech_Level> <Base_Level>5</Base_Level> <Prev_Level_Base>Empire_Star_Base_4</Prev_Level_Base> <Next_Level_Base/> <Required_Star_Base_Level>4</Required_Star_Base_Level> <Reinforcement_Prevention_Radius> 2000 </Reinforcement_Prevention_Radius> <Additional_Population_Capacity>17</Additional_Population_Capacity> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Special_Structures/> <Required_Planets/> <Damage>70</Damage> <Autoresolve_Health>9500</Autoresolve_Health> <Shield_Points>3500</Shield_Points> <Tactical_Health>8500</Tactical_Health> <!-- was 6000 --> <Shield_Refresh_Rate>80</Shield_Refresh_Rate> <Energy_Capacity>8000</Energy_Capacity> <Energy_Refresh_Rate>800</Energy_Refresh_Rate> <!-- <Ship_Class>capital</Ship_Class> --> <Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable> <!--<Political_Control>1</Political_Control>--> <Political_Faction>Empire</Political_Faction> <Squadron_Capacity>40</Squadron_Capacity> <Build_Cost_Credits>6000</Build_Cost_Credits> <Piracy_Value_Credits>250</Piracy_Value_Credits> <AI_Combat_Power>5900</AI_Combat_Power> <Build_Time_Seconds>150</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Build_Tab_Space_Station>Yes</Build_Tab_Space_Station> <Size_Value>8</Size_Value> <Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 1</Reserve_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>2</Spawned_Squadron_Delay_Seconds> <Tactical_Buildable_Objects_Campaign> Empire, ES_Enhanced_Reactors_L1_Upgrade, ES_Enhanced_Reactors_L2_Upgrade, ES_Enhanced_Reactors_L3_Upgrade, ES_Reinforced_Armor_L1_Upgrade, ES_Reinforced_Armor_L2_Upgrade, ES_Reinforced_Armor_L3_Upgrade, ES_Improved_Weapons_L1_Upgrade, ES_Improved_Weapons_L2_Upgrade, ES_Improved_Weapons_L3_Upgrade, ES_Improved_Defenses_L1_Upgrade, ES_Improved_Defenses_L2_Upgrade, ES_Improved_Defenses_L3_Upgrade, </Tactical_Buildable_Objects_Campaign> <Behavior> SELECTABLE, DUMMY_STAR_BASE</Behavior> <SpaceBehavior>SPACE_OBSTACLE, TACTICAL_SUPER_WEAPON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Friggin_Huge_Explosion_Space_Empire</Death_Explosions> <Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles> <Death_Clone>Damage_Normal, Empire_Star_Base_5_Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>2000.0</Space_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance> <HardPoints> HP_DS_Tractor_Beam, HP_DS2_FIGHTER_BAY, HP_DS2_DISH_WEAPONS, DS2_MEGAWEAPON_DAMAGE </HardPoints> <SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard> <SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite> <SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage> <SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop> <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Star_Destroyer </SFXEvent_Move_Into_Asteroid_Field> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Star_Destroyer </SFXEvent_Move_Into_Nebula> <SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid> <SFXEvent_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_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer </SFXEvent_Attack_Hardpoint> <SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed> <SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed> <Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Star_Destroyer</SFXEvent_Build_Complete> <SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SFXEvent_Unit_Under_Attack> EHD_Space_Station_Under_Attack </SFXEvent_Unit_Under_Attack> <CategoryMask> Capital </CategoryMask> <GUI_Distance>2300</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <Victory_Relevant>yes</Victory_Relevant> <Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> <Has_Space_Evaluator>True</Has_Space_Evaluator> <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> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>Capital</Targeting_Priority_Set> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>i_radar_death_star.tga</Radar_Icon_Name> <Radar_Icon_Size>0.2 0.2</Radar_Icon_Size> <Radar_Register_As_Foreground_Object>Yes</Radar_Register_As_Foreground_Object> <Radar_Clip_To_Visible_Region>Yes</Radar_Clip_To_Visible_Region> <Tactical_Bribe_Cost>4000</Tactical_Bribe_Cost> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>SUPER_LASER</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> Death_Star_Super_Laser_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>30</Recharge_Seconds> <Expiration_Seconds>10</Expiration_Seconds> <SFXEvent_Target_Ability> EHD_Death_Star_2_Activate </SFXEvent_Target_Ability> <SFXEvent_Special_Ability_Loop> Unit_Death_Star_2_Fire </SFXEvent_Special_Ability_Loop> </Unit_Ability> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 2.5</Mod_Multiplier> <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>25</Recharge_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>10</Activation_Min_Range> <Activation_Max_Range>2200</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>0.75</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> <Super_Laser_Ability Name="Death_Star_Super_Laser_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories> SpaceHero | Capital | Frigate | Corvette</Applicable_Unit_Categories> <Applicable_Unit_Types/> <Owner_Particle_Bone_Name>MuzzleA_00</Owner_Particle_Bone_Name> <Activation_Min_Range>0</Activation_Min_Range> <Activation_Max_Range>3000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Damage_Per_Frame>500</Damage_Per_Frame> <Fire_Frame>60</Fire_Frame> <Attack_Anim_Sub_Index>1</Attack_Anim_Sub_Index> <Beam_Texture_Name>tractor_beam01.tga</Beam_Texture_Name> <Num_Anim_Frames>5</Num_Anim_Frames> <Line_Width>35</Line_Width> <Line_Color>0 237 119 255</Line_Color> <Face_Target>true</Face_Target> <Turn_Rate>-1.0f</Turn_Rate> <Firing_Cone>10.0f</Firing_Cone> <Fire_Delay>0</Fire_Delay> <Fire_Continuation>0.01</Fire_Continuation> </Super_Laser_Ability> <Force_Healing_Ability Name="Empire_Star_Base_5_Self_Repair"> <Activation_Style>Space_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.100</Heal_Percent> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories/> <Applicable_Unit_Types/> <SFXEvent_Target_Affected/> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2/> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <Score_Cost_Credits> 45000</Score_Cost_Credits> </StarBase> Just below that is Replace everything from to with this <StarBase Name="Empire_Star_Base_5_Death_Clone"> <Text_ID>TEXT_EMPIRE_STAR_BASE_5</Text_ID> <Space_Model_Name>W_planet_deathstar_ii_destroyed.alo</Space_Model_Name> <Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die> <Layer_Z_Adjust>-400.0</Layer_Z_Adjust> <CategoryMask> Capital </CategoryMask> <Death_Persistence_Duration> 34 </Death_Persistence_Duration> <Should_Death_Clone_Play_Idle> true </Should_Death_Clone_Play_Idle> </StarBase> Now search for Replace everything from to with this <StarBase Name="Skirmish_Empire_Star_Base_5"> <Variant_Of_Existing_Type>Empire_Star_Base_5</Variant_Of_Existing_Type> <Is_Community_Property>Yes</Is_Community_Property> <HardPoints> HP_DS_Tractor_Beam, HP_DS2_FIGHTER_BAY, HP_DS2_DISH_WEAPONS, DS2_MEGAWEAPON_DAMAGE </HardPoints> <Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 3</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Tartan_Patrol_Cruiser, 1</Reserve_Spawned_Units_Tech_0> <Starting_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 2</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Acclamator_Assault_Ship, 1</Reserve_Spawned_Units_Tech_0> <Spawned_Squadron_Delay_Seconds>2</Spawned_Squadron_Delay_Seconds> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Space_FOW_Reveal_Range>6000.0</Space_FOW_Reveal_Range> <Reinforcement_Prevention_Radius> 2000 </Reinforcement_Prevention_Radius> <SpaceBehavior>SPACE_OBSTACLE, TACTICAL_SUPER_WEAPON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Tactical_Buildable_Objects_Multiplayer> Empire, TIE_Interceptor_Squadron, TIE_Defender_Squadron, TIE_Phantom_Squadron, Tartan_Patrol_Cruiser, TIE_Bomber_Squadron, Acclamator_Assault_Ship, TIE_Scout_Squadron, Interdictor_Cruiser, Victory_Destroyer, Broadside_Class_Cruiser, Star_Destroyer, Boba_Fett_Team_Space_MP, Darth_Team_Space_MP, Accuser_Star_Destroyer, Admonitor_Star_Destroyer, Executor_Super_Star_Destroyer2, ES_Enhanced_Reactors_L1_Upgrade, ES_Enhanced_Reactors_L2_Upgrade, ES_Enhanced_Reactors_L3_Upgrade, ES_Reinforced_Armor_L1_Upgrade, ES_Reinforced_Armor_L2_Upgrade, ES_Reinforced_Armor_L3_Upgrade, ES_Improved_Weapons_L1_Upgrade, ES_Improved_Weapons_L2_Upgrade, ES_Improved_Weapons_L3_Upgrade, ES_Improved_Defenses_L1_Upgrade, ES_Improved_Defenses_L2_Upgrade, ES_Improved_Defenses_L3_Upgrade, ES_Hypervelocity_Gun_Use_Upgrade, </Tactical_Buildable_Objects_Multiplayer> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Build_Cost_Credits>0</Build_Cost_Credits> <Build_Time_Seconds>0</Build_Time_Seconds> <Build_Tab_Space_Station>No</Build_Tab_Space_Station> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Prev_Level_Base>Skirmish_Empire_Star_Base_4</Prev_Level_Base> <Next_Level_Base/> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>SUPER_LASER</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> Death_Star_Super_Laser_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>30</Recharge_Seconds> <Expiration_Seconds>10</Expiration_Seconds> <SFXEvent_Target_Ability> EHD_Death_Star_2_Activate </SFXEvent_Target_Ability> <SFXEvent_Special_Ability_Loop> Unit_Death_Star_2_Fire </SFXEvent_Special_Ability_Loop> </Unit_Ability> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 2.5</Mod_Multiplier> <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>25</Recharge_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>10</Activation_Min_Range> <Activation_Max_Range>2200</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>0.75</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> <Super_Laser_Ability Name="Death_Star_Super_Laser_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories> SpaceHero | Capital | Frigate | Corvette</Applicable_Unit_Categories> <Applicable_Unit_Types/> <Owner_Particle_Bone_Name>MuzzleA_00</Owner_Particle_Bone_Name> <Activation_Min_Range>0</Activation_Min_Range> <Activation_Max_Range>3000</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Damage_Per_Frame>500</Damage_Per_Frame> <Fire_Frame>60</Fire_Frame> <Attack_Anim_Sub_Index>1</Attack_Anim_Sub_Index> <Beam_Texture_Name>tractor_beam01.tga</Beam_Texture_Name> <Num_Anim_Frames>5</Num_Anim_Frames> <Line_Width>35</Line_Width> <Line_Color>0 237 119 255</Line_Color> <Face_Target>true</Face_Target> <Turn_Rate>-1.0f</Turn_Rate> <Firing_Cone>10.0f</Firing_Cone> <Fire_Delay>0</Fire_Delay> <Fire_Continuation>0.01</Fire_Continuation> </Super_Laser_Ability> <Force_Healing_Ability Name="Empire_Star_Base_5_Self_Repair"> <Activation_Style>Space_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.100</Heal_Percent> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories/> <Applicable_Unit_Types/> <SFXEvent_Target_Affected/> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2/> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Visible_On_Radar_When_Fogged>False</Visible_On_Radar_When_Fogged> </StarBase> I am 99% sure that all the bugs have been worked out If however anyone finds a bug, please let me know. Please include details...Example of things that help.1: What you were doing at the time.2: What faction you were and what faction was AI.3: GC or Skirmish. etc.... Long Live The Empire Edited November 18, 2006 by bhaalshad http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
bhaalshad Posted November 17, 2006 Author Posted November 17, 2006 Right after I Posted the code I rememberd that I had a Tractor Beam on my last one ( EaW ) so I did some quick coding for this station. The Tractor Beam is not a selectable ability, but rather one the DS uses like it would a turbo laser auto firering on a emeny ship. So you can just let the Station "tag" ships, or you can select the DS then target a ship of your choice. The DS will automaticly use the Tractor Beam and shoot its weapons at that ship in question Anyway, I have modified my previous post to add this abilty as well. Enjoy. http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
MajorPayne Posted November 17, 2006 Posted November 17, 2006 Bhaalshad. If I can add additional hardpoints to this station do you reckon you could use them?? I'm not promising anything at the moment as I'm still learning but I'll try it and see how I do, and if yes, what ones would you suggest??
bhaalshad Posted November 17, 2006 Author Posted November 17, 2006 From what I know, we can not edit a .alo file as of yet Conversion only goes one way right now. If we could, ooooooooh the things we could do One possible work arround I forsee, would be to make the modle from scratch. Give the modle the same bones as the one provided in the game (keep the names exactly the same). Make the same ref to textures, .ala files etc. Then add the extra bones required. However I am not sure "we would be allowed" to go this far. Would be worth finding out though. If, and I do say if, we can do this, then I would want a bone named "HangerBay, TractorBeam, WeaponPort1-12" for example. This would allow for more weapons at a "normal" damage rate to cover the surface of the Death Star, as opposed to having the Death Star Face its targets and only shoot a few Powerful weapons. This would also allow for the Death Star to have the ability to target multiple ships. I did my best to make it a balanced station given the lack of weapons. Added more shields, better armor rating, regen rates etc. The weapons that it does use are very powerful as well too. http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
Droid803 Posted November 18, 2006 Posted November 18, 2006 The inside veiw looks like a city...with orange smog...and a gaint web over it...Wow...that looks awesome.Only thing objectable to is the Krayt Gun. (lol) This would allow for more weapons at a "normal" damage rate to cover the surface of the Death Star, as opposed to having the Death Star Face its targets and only shoot a few Powerful weapons. This would also allow for the Death Star to have the ability to target multiple ships.You can have multiple hardpoints on one bone if its not destroyable...they all fire...and you can let them fire in all directions... http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
1upD Posted November 18, 2006 Posted November 18, 2006 Allrighty then, got it working in both Skirmish and GC SWEETNESS! Fighters can go inside it!? This would be awsome for a campaign mission....*winks at Jeteye1* "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
MajorPayne Posted November 18, 2006 Posted November 18, 2006 From what I know, we can not edit a .alo file as of yet Conversion only goes one way right now. If we could, ooooooooh the things we could do One possible work arround I forsee, would be to make the modle from scratch. Give the modle the same bones as the one provided in the game (keep the names exactly the same). Make the same ref to textures, .ala files etc. Then add the extra bones required. However I am not sure "we would be allowed" to go this far. Would be worth finding out though. If, and I do say if, we can do this, then I would want a bone named "HangerBay, TractorBeam, WeaponPort1-12" for example. This would allow for more weapons at a "normal" damage rate to cover the surface of the Death Star, as opposed to having the Death Star Face its targets and only shoot a few Powerful weapons. This would also allow for the Death Star to have the ability to target multiple ships. I did my best to make it a balanced station given the lack of weapons. Added more shields, better armor rating, regen rates etc. The weapons that it does use are very powerful as well too. Actually there is one program that has a fully working importer (which I just happen to have) which can (theoretically (haven't tried it yet)) import animations as well, but I'm not sure if the bones would be kept. I think it depends if theres a 3dmax exporter for the program. I'll have a look.
1upD Posted November 18, 2006 Posted November 18, 2006 May I please use the DSII space station as a lvl 6 space station in skirmish? That'd be so sweet! And I'd make it be able to build SSDs....ooo.... "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
bhaalshad Posted November 19, 2006 Author Posted November 19, 2006 FoC Faction Underworld. I thought it would be nice if Tattoine (Sand People), Mandalore (Mandalorians) and Dathomir (Night Sisters) would allow for slaves. So I made a few changes in Planets.xml & Corruption_special_units.xml. Open up Corruption_special_units.xml and add these... <!-- *************** New Slave Units ************** --> <!-- Nightsisters --> <Slave_Unit Name="Night_Sister"> <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <Text_ID>TEXT_UNIT_NIGHT_SISTER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Land_Model_Name>NI_nightsister_ranger.alo</Land_Model_Name> <Icon_Name>i_button_ni_nightsister_ranger.tga</Icon_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>SURFACE_FX,LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE,REVEAL,HIDE_WHEN_FOGGED,HARASS</LandBehavior> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Select_Box_Scale>0</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Mass>1.0</Mass> <GUI_Bracket_Width>5</GUI_Bracket_Width> <GUI_Bracket_Height>0</GUI_Bracket_Height> <GUI_Bracket_Size>0</GUI_Bracket_Size> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Is_Combustible>yes</Is_Combustible> <On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier> <Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning> <Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second> <Movement_Animation_Speed> 0.8 </Movement_Animation_Speed> <Rotation_Animation_Speed> 12.0 </Rotation_Animation_Speed> <Max_Speed>1</Max_Speed> <Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .1 </Min_Speed> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Influences_Capture_Point>True</Influences_Capture_Point> <Scale_Factor>1.5</Scale_Factor> <Affiliation>Underworld</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>Yes</IsBuildable> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>3</Damage> <Tactical_Health>20</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Projectile_Types>Proj_Indig_Nightsister_Lightning</Projectile_Types> <Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 8.0 </Targeting_Fire_Inaccuracy> <Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Unit_Select_Twilek</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Twilek</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Twilek</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Twilek</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_Twilek </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Twilek </SFXEvent_Assist_Attack> <SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die /> <Idle_Chase_Range>100.0</Idle_Chase_Range> <Guard_Chase_Range>100.0</Guard_Chase_Range> <Attack_Move_Response_Range>100.0</Attack_Move_Response_Range> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <AI_Combat_Power>5</AI_Combat_Power> <MovementClass>Infantry</MovementClass> <CategoryMask> Infantry </CategoryMask> <Victory_Relevant>No</Victory_Relevant> <Weather_Category>Infantry</Weather_Category> <OccupationStyle>1x1</OccupationStyle> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Movie_Object>false</Movie_Object> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>DRAIN_LIFE</Type> <Recharge_Seconds>40.0</Recharge_Seconds> <GUI_Activated_Ability_Name> NightSister_Drain_Life </GUI_Activated_Ability_Name> <Alternate_Icon_Name>i_sa_minor_drain_life.tga</Alternate_Icon_Name> <Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_MINOR_DRAIN_LIFE_NAME</Alternate_Name_Text> <Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_MINOR_DRAIN_LIFE_DESCRIPTION</Alternate_Description_Text> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Attack_Night_Sister </SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Drain_Life_Ability Name="NightSister_Drain_Life"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Infantry | Vehicle | LandHero</Applicable_Unit_Categories> <Applicable_Unit_Types /> <Excluded_Unit_Types> Droid_R2D2, Droid_C3P0, MPTL_Spotter, IG-88, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII, Demolition_Bomb, Proximity_Mine </Excluded_Unit_Types> <Duration_In_Seconds>5</Duration_In_Seconds> <Damage_Per_Second>15</Damage_Per_Second> <Drain_Effect_Name>Drain_Life_Effect</Drain_Effect_Name> <Drain_Source_Bone_Name>B_HAND_L</Drain_Source_Bone_Name> <Drain_Target_Bone_Name>B_PELVIS</Drain_Target_Bone_Name> <Drain_Radius> 100.0 </Drain_Radius> <SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate> <Max_Drain_Victims>4</Max_Drain_Victims> <Should_Heal>No</Should_Heal> </Drain_Life_Ability> </Abilities> </Slave_Unit> <SlaveCompany Name="Nightsister_Company"> <LOD_Bias>1</LOD_Bias> <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <Text_ID>TEXT_UNIT_NIGHT_SISTER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Icon_Name>I_BUTTON_NI_NIGHTSISTER_RANGER.TGA</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>60</Damage> <Autoresolve_Health>60</Autoresolve_Health> <Affiliation>Underworld</Affiliation> <Build_Cost_Credits>200</Build_Cost_Credits> <Build_Time_Seconds>6</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Population_Value>1</Population_Value> <Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit> <Company_Units>Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister, Night_Sister</Company_Units> <Victory_Relevant> No </Victory_Relevant> <Score_Cost_Credits>15</Score_Cost_Credits> <Max_Squad_Size> 3 </Max_Squad_Size> <Create_Team_Type>Nightsister_Team</Create_Team_Type> </SlaveCompany> <Container Name="Nightsister_Team"> <LOD_Bias>1</LOD_Bias> <Text_ID>TEXT_UNIT_NIGHT_SISTER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Icon_Name>I_BUTTON_NI_NIGHTSISTER_RANGER.tga</Icon_Name> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <Land_FOW_Reveal_Range>90.0</Land_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Select_Box_Scale>40</Select_Box_Scale> <Max_Speed> 1 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Dartboard </ContainerArrangement> <Override_Acceleration> .1 </Override_Acceleration> <Override_Deceleration> .1 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Tactical_Bribe_Cost>50</Tactical_Bribe_Cost> </Container> <!-- SandPeople --> <Slave_Unit Name="SandPeople"> <Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Land_Model_Name>NI_SandPeople_B.alo</Land_Model_Name> <Icon_Name>i_button_sandpeople.tga</Icon_Name> <LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE,REVEAL,HIDE_WHEN_FOGGED,INDIGENOUS_UNIT,HARASS,SELECTABLE</LandBehavior> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Select_Box_Scale>0</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Mass>1.0</Mass> <GUI_Bracket_Width>5</GUI_Bracket_Width> <GUI_Bracket_Height>0</GUI_Bracket_Height> <GUI_Bracket_Size>0</GUI_Bracket_Size> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Is_Combustible>yes</Is_Combustible> <On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier> <Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning> <Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second> <Is_Squashable> true </Is_Squashable> <Max_Speed>0.5</Max_Speed> <Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn> <Walk_Animation_Speed> 1.0 </Walk_Animation_Speed> <Crouch_Animation_Speed> .537 </Crouch_Animation_Speed> <Rotation_Animation_Speed> 10.0 </Rotation_Animation_Speed> <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <Min_Speed> .1 </Min_Speed> <OverrideAcceleration> .05 </OverrideAcceleration> <OverrideDeceleration> .05 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Scale_Factor>1.5</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Affiliation>Underworld</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>Yes</IsBuildable> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>6</Damage> <Tactical_Health>20</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Projectile_Types>Proj_Sand_Person_Rifle</Projectile_Types> <Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Appearance_Delay_Frames> 6 </Projectile_Appearance_Delay_Frames> <Targeting_Fire_Inaccuracy> Infantry, 2.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 8.0 </Targeting_Fire_Inaccuracy> <Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance> <Targeting_Min_Attack_Distance>100.0</Targeting_Min_Attack_Distance> <Harass_Enemy_Exclusion_Range>100.0</Harass_Enemy_Exclusion_Range> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Ambient_Tusken_Random_Chatter</SFXEvent_Select> <SFXEvent_Move>Ambient_Tusken_Random_Chatter</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Tusken</SFXEvent_Attack> <SFXEvent_Guard>Ambient_Tusken_Random_Chatter</SFXEvent_Guard> <SFXEvent_Assist_Move> Ambient_Tusken_Random_Chatter</SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Attack_Tusken</SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_Tusken_Death</Death_SFXEvent_Start_Die> <SFXEvent_Fire>Unit_Tusken_Sniper_Fire</SFXEvent_Fire> <SFXEvent_Ambient_Moving> Ambient_Tusken_Random_Chatter </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <Idle_Chase_Range>500.0</Idle_Chase_Range> <Guard_Chase_Range>500.0</Guard_Chase_Range> <Attack_Move_Response_Range>500.0</Attack_Move_Response_Range> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <AI_Combat_Power>7</AI_Combat_Power> <MovementClass>Infantry</MovementClass> <CategoryMask> Infantry </CategoryMask> <Victory_Relevant>No</Victory_Relevant> <Weather_Category>Infantry</Weather_Category> <Death_Clone>Damage_Force_Whirlwind, Sand_Person_Sniper_A_Force_Whirlwind_Death_Clone</Death_Clone> <Death_Clone>Damage_Force_Lightning, Sand_Person_Sniper_A_Force_Lightning_Death_Clone</Death_Clone> <Death_Clone>Damage_Crush, Sand_Person_Sniper_A_Crush_Death_Clone</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone> <OccupationStyle>1x1</OccupationStyle> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Movie_Object>false</Movie_Object> </Slave_Unit> <SlaveCompany Name="Sandpeople_Company"> <Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Icon_Name>i_button_sandpeople.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>60</Damage> <Autoresolve_Health>60</Autoresolve_Health> <Affiliation>Underworld</Affiliation> <Build_Cost_Credits>200</Build_Cost_Credits> <Build_Time_Seconds>6</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit> <Company_Units>SandPeople, SandPeople, SandPeople</Company_Units> <Victory_Relevant> No </Victory_Relevant> <Score_Cost_Credits>15</Score_Cost_Credits> <Max_Squad_Size> 3 </Max_Squad_Size> <Create_Team_Type>Sandpeople_Team2</Create_Team_Type> <Population_Value>1</Population_Value> </SlaveCompany> <Container Name="Sandpeople_Team2"> <Text_ID>TEXT_INDIG_TUSCAN_RAIDER</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Icon_Name>i_button_sandpeople.tga</Icon_Name> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <Land_FOW_Reveal_Range>90.0</Land_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Select_Box_Scale>40</Select_Box_Scale> <Max_Speed> 1 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Dartboard </ContainerArrangement> <Override_Acceleration> .1 </Override_Acceleration> <Override_Deceleration> .1 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Tactical_Bribe_Cost>15</Tactical_Bribe_Cost> </Container> <!-- Mandalorians --> <Slave_Unit Name="Mandalorian_Slave"> <Text_ID>TEXT_INDIG_MANDALORIAN</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Land_Model_Name> NI_Mandalorian.alo </Land_Model_Name> <Icon_Name>i_button_ni_mandalorian.tga</Icon_Name> <Behavior>SELECTABLE</Behavior> <LandBehavior>SURFACE_FX,LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE,REVEAL,HIDE_WHEN_FOGGED</LandBehavior> <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <CanCellStack>yes</CanCellStack> <Select_Box_Scale>0</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Mass>1.0</Mass> <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius> <Is_Combustible>yes</Is_Combustible> <On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier> <Targeting_Allowed_When_Burning>no</Targeting_Allowed_When_Burning> <Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second> <Influences_Capture_Point>True</Influences_Capture_Point> <Movement_Animation_Speed> 1.0 </Movement_Animation_Speed> <Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed> <Walk_Animation_Speed> 1.0 </Walk_Animation_Speed> <Max_Speed>1.0</Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Custom_Soft_Footprint_Radius> 3.5 </Custom_Soft_Footprint_Radius> <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .6 </FormationSpacing> <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <FormationOrder> 2 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <Scale_Factor>1.5</Scale_Factor> <Affiliation>Underworld</Affiliation> <Required_Timeline>0</Required_Timeline> <IsBuildable>Yes</IsBuildable> <Size_Value>10</Size_Value> <Armor_Type> Armor_Infantry </Armor_Type> <Damage>6</Damage> <Tactical_Health>80</Tactical_Health> <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name> <Create_Team>Yes</Create_Team> <Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types> <Projectile_Fire_Pulse_Count>5</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds> <Targeting_Fire_Inaccuracy> Infantry, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier> <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust> <SFXEvent_Select>Unit_Select_Civilian</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Civilian</SFXEvent_Move> <SFXEvent_Attack>Unit_Attack_Civilian</SFXEvent_Attack> <SFXEvent_Assist_Move>Unit_Assist_Move_Civilian</SFXEvent_Assist_Move> <SFXEvent_Assist_Attack>Unit_Assist_Attack_Civilian</SFXEvent_Assist_Attack> <SFXEvent_Guard>Unit_Guard_Civilian</SFXEvent_Guard> <SFXEvent_Fire>Unit_Pyngani_Fire</SFXEvent_Fire> <Death_SFXEvent_Start_Die>Unit_Underworld_Soldier_Death</Death_SFXEvent_Start_Die> <Idle_Chase_Range>100.0</Idle_Chase_Range> <Guard_Chase_Range>100.0</Guard_Chase_Range> <Attack_Move_Response_Range>100.0</Attack_Move_Response_Range> <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set> <AI_Combat_Power>5</AI_Combat_Power> <MovementClass>Infantry</MovementClass> <CategoryMask> Infantry </CategoryMask> <Victory_Relevant>No</Victory_Relevant> <Weather_Category>Infantry</Weather_Category> <Death_Clone>Damage_Force_Whirlwind, Mandalorian_Slave_Force_Whirlwind_Death_Clone</Death_Clone> <Death_Clone>Damage_Force_Lightning, Mandalorian_Slave_Force_Lightning_Death_Clone</Death_Clone> <Death_Clone>Damage_Crush, Mandalorian_Slave_Crush_Death_Clone</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_00</Death_Clone> <Death_Clone>Damage_Disruptor_Hand, Infantry_Disruptor_Death_Clone_01</Death_Clone> <Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone> <OccupationStyle>1x1</OccupationStyle> <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target> <Is_Squashable> Yes </Is_Squashable> <Death_Fade_Time>0.25</Death_Fade_Time> <Death_Persistence_Duration>0.0</Death_Persistence_Duration> <Movie_Object>false</Movie_Object> </Slave_Unit> <GroundInfantry Name="Mandalorian_Slave_Force_Whirlwind_Death_Clone"> <Variant_Of_Existing_Type>Mandalorian_Slave</Variant_Of_Existing_Type> <Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type> <Specific_Death_Anim_Index /> </GroundInfantry> <GroundInfantry Name="Mandalorian_Slave_Force_Lightning_Death_Clone"> <Variant_Of_Existing_Type>Mandalorian_Slave</Variant_Of_Existing_Type> <Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type> <Specific_Death_Anim_Index /> </GroundInfantry> <GroundInfantry Name="Mandalorian_Slave_Crush_Death_Clone"> <Variant_Of_Existing_Type>Mandalorian_Slave</Variant_Of_Existing_Type> <Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type> <Specific_Death_Anim_Index /> </GroundInfantry> <SlaveCompany Name="Mandalorian_Slave_Company"> <Text_ID>TEXT_INDIG_MANDALORIAN</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY </Encyclopedia_Text> <Icon_Name>i_button_ni_mandalorian.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Damage>60</Damage> <Autoresolve_Health>60</Autoresolve_Health> <Affiliation>Underworld</Affiliation> <Build_Cost_Credits>200</Build_Cost_Credits> <Build_Time_Seconds>6</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Tech_Level>0</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>U_Ground_Barracks</Required_Special_Structures> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>1</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>infantry</Ship_Class> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <Company_Units> Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave, Mandalorian_Slave </Company_Units> <Victory_Relevant> No </Victory_Relevant> <Score_Cost_Credits>15</Score_Cost_Credits> <Max_Squad_Size> 3 </Max_Squad_Size> <Create_Team_Type>Mandalorian_Slave_Container</Create_Team_Type> <Population_Value>1</Population_Value> </SlaveCompany> <Container Name="Mandalorian_Slave_Container"> <Text_ID>TEXT_INDIG_MANDALORIAN</Text_ID> <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_INDIGENOUS </Encyclopedia_Unit_Class> <Encyclopedia_Text>TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text> <Icon_Name>i_button_ni_mandalorian.tga</Icon_Name> <Show_Name>No</Show_Name> <Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior> <LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, GARRISON_UNIT</LandBehavior> <Land_FOW_Reveal_Range>90.0</Land_FOW_Reveal_Range> <MovementClass>Infantry</MovementClass> <Select_Box_Scale>40</Select_Box_Scale> <Max_Speed> 1 </Max_Speed> <Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Infantry </UnitCollisionClass> <FormationSpacing> .5 </FormationSpacing> <FormationOrder> 2 </FormationOrder> <MovementClass> Infantry </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Is_Squashable> true </Is_Squashable> <MovementPredictionInterval> 4.0 </MovementPredictionInterval> <ContainerArrangement> Dartboard </ContainerArrangement> <Override_Acceleration> .08 </Override_Acceleration> <Override_Deceleration> .08 </Override_Deceleration> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land> <Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Max_Attack_Distance>120.0</Targeting_Max_Attack_Distance> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <Garrison_Category> Infantry </Garrison_Category> <CategoryMask>Infantry</CategoryMask> <Tactical_Bribe_Cost>60</Tactical_Bribe_Cost> </Container> Now open up Planets.xml.Search for , scroll down until you see Corruption_Racketeering You will want to replace all Corruption_3_type entries with this <Corruption_3_Type> Corruption_Bonded_Citizens </Corruption_3_Type> <Corruption_3_Credit_Cost> 800 </Corruption_3_Credit_Cost> <Corruption_3_Success_Speech_Event> GEONOSIS_BND_VICTORY_COR23_02 </Corruption_3_Success_Speech_Event> <Corruption_3_Success_Bink_Hologram_Name> Saboteur_Loop </Corruption_3_Success_Bink_Hologram_Name> <Corruption_3_Mission_Briefing> </Corruption_3_Mission_Briefing> <Corruption_3_Success_Unlock_Unit_Type>Nightsister_Company</Corruption_3_Success_Unlock_Unit_Type> Now search for Add this bellow the corruption_2 entries <Corruption_3_Type> Corruption_Bonded_Citizens </Corruption_3_Type> <Corruption_3_Credit_Cost> 800 </Corruption_3_Credit_Cost> <Corruption_3_Success_Speech_Event> GEONOSIS_BND_VICTORY_COR23_02 </Corruption_3_Success_Speech_Event> <Corruption_3_Success_Bink_Hologram_Name> Saboteur_Loop </Corruption_3_Success_Bink_Hologram_Name> <Corruption_3_Mission_Briefing> </Corruption_3_Mission_Briefing> <Corruption_3_Success_Unlock_Unit_Type>Mandalorian_Slave_Company</Corruption_3_Success_Unlock_Unit_Type> Now search for Add this bellow the corruption_2 entries <Corruption_3_Type> Corruption_Bonded_Citizens </Corruption_3_Type> <Corruption_3_Credit_Cost> 800 </Corruption_3_Credit_Cost> <Corruption_3_Success_Speech_Event> GEONOSIS_BND_VICTORY_COR23_02 </Corruption_3_Success_Speech_Event> <Corruption_3_Success_Bink_Hologram_Name> Saboteur_Loop </Corruption_3_Success_Bink_Hologram_Name> <Corruption_3_Mission_Briefing> </Corruption_3_Mission_Briefing> <Corruption_3_Success_Unlock_Unit_Type>Sandpeople_Company</Corruption_3_Success_Unlock_Unit_Type> Enjoy. http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
Empireftw Posted November 20, 2006 Posted November 20, 2006 Although i wouldnt say the mandolorains would be a good idea for slave(they would rather die then be slaves) thats some neat code. http://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg
bhaalshad Posted November 20, 2006 Author Posted November 20, 2006 Although i wouldnt say the mandolorains would be a good idea for slave(they would rather die then be slaves) thats some neat code. My main goal was to give the Underworld faction more ground units. The "Slave" ability is just a way to get em http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
Guest Posted November 22, 2006 Posted November 22, 2006 @ bhaalshad: is the code for adding rockets only for space units or can it compliment ground units as well, because I would need rockets for my Juggernaut for my mod. ;D
bhaalshad Posted November 22, 2006 Author Posted November 22, 2006 @ bhaalshad: is the code for adding rockets only for space units or can it compliment ground units as well, because I would need rockets for my Juggernaut for my mod. ;D You can add rockets to both land & ground. Just make sure the projectile you use is for Space or for Land deppending on what you need. http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
jedi_consulor Posted November 22, 2006 Posted November 22, 2006 well, I like the code for the Death Star II - however doesn't also mean that for every planet that can build a Level 5 Space Station - you will be in fact be building multiple Death Star II Stations ? - downside would be if your playing the rebel faction or whom ever, your going to be faced with the AI building Death Star II Stations at these planets. Its the only downside I see to this, are you sure there isn't another way of coding the DS II to be a unique space unit - buildable once at selected locations ? without having to replace space station code ? You could actually get the DS II buildable in skirmish just by adding a new skirmish space station level. I did that with my own game (non FOC) adding a level 6 station to skirmish. I would think you can do the same with the DS II and just have the DS II just buidlable as a unique space unit in GC mode. As mentioned above.. http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
bhaalshad Posted November 22, 2006 Author Posted November 22, 2006 well, I like the code for the Death Star II - however doesn't also mean that for every planet that can build a Level 5 Space Station - you will be in fact be building multiple Death Star II Stations ? - downside would be if your playing the rebel faction or whom ever, your going to be faced with the AI building Death Star II Stations at these planets. Its the only downside I see to this, are you sure there isn't another way of coding the DS II to be a unique space unit - buildable once at selected locations ? without having to replace space station code ? You could actually get the DS II buildable in skirmish just by adding a new skirmish space station level. I did that with my own game (non FOC) adding a level 6 station to skirmish. I would think you can do the same with the DS II and just have the DS II just buidlable as a unique space unit in GC mode. As mentioned above.. I have not tried doing a level 6 station. I will look into this. Some concerns I have is... 1:) I do not see the AI making many level 5 stations as it is.2:) Will the AI even try to make a level 6 station ? When I did make the DS II a level 5 station, I did try to make it a balanced unit. Armor, weapons etc. Even took out the planet kill ability as I did not see a need for that. One obvious advantage is that the DS II will take out a ship in one shot. This could be changed by lowering the damage rate the Super Weapon has or even making it take longer to "recharge". As for making it a Unique Station, not sure how well that will work. The Level 6 idea might take care of that, but that takes me back to the AI. As most know all to well, the AI is not realy all that great Any comments or ideas are most welcome as this is the best way to fine tune it. What I wanted most out of this is a playable DS II that most if not all could enjoy. http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
1upD Posted November 22, 2006 Posted November 22, 2006 I have not tried doing a level 6 station. I will look into this. Some concerns I have is... 1:) I do not see the AI making many level 5 stations as it is.2:) Will the AI even try to make a level 6 station ? When I did make the DS II a level 5 station, I did try to make it a balanced unit. Armor, weapons etc. Even took out the planet kill ability as I did not see a need for that. One obvious advantage is that the DS II will take out a ship in one shot. This could be changed by lowering the damage rate the Super Weapon has or even making it take longer to "recharge". As for making it a Unique Station, not sure how well that will work. The Level 6 idea might take care of that, but that takes me back to the AI. As most know all to well, the AI is not realy all that great Any comments or ideas are most welcome as this is the best way to fine tune it. What I wanted most out of this is a playable DS II that most if not all could enjoy. You could make only one lvl 6 spacestation buildable and restore the original DS so that there couldn't be two. So the DSII would be for defence(guard your main planet), and DS for offence. Then you could make the DS buildable at tech three. If only you could make it so the rebs don't win when the DS is destroyed, but do when the DSII is. You could go further by making a .BIK of the DSII blowing up from RotJ. About the AI, I've tried figuring out how to make them build(and possibly spam ) things, and I traced it down to individual goals, but all I got from there was a bunch of gibberish. If you could figure out how to design these goals, you might be able to truly edit the AI. "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
jedi_consulor Posted November 22, 2006 Posted November 22, 2006 (edited) I did the Level 6 Space Station for Skirmish only - there didn't seem to be a way of making it work in GC mode. This was for the original Empire AT War But yes you should be able to code a Level 6 station for skirmish mode and use the DS II stuff for it. Just thinking about what your saying.. 1) OK well you probably right that the AI isn't bothering to build a Level 5 station - thats more of an AI flaw in the developers coding - that could be other wise tweaked up in custom FOC mods ? 2) I doubt you will be able to get a Level 6 Space Station to work in GC - I tried it with the original game - doesn't even show on the build tabs for me. 3) YES There may actually be a way of coding the DSII as a unique style unit - buildable once, at any specfic location you decide to choose. I would check out Avengers CIS Mod for idea's on how to do this - he has a working Death Star he call's the Death Star II in his mod. Even so the Death Star is buildable in GC in his game and can move and fire at stuff on the map. So I'd check out the CIS Mod for idea's on that. You could make only one lvl 6 spacestation buildable Wink and restore the original DS so that there couldn't be two. So the DSII would be for defence(guard your main planet), and DS for offence. I like this idea too if can be done..? But I doubt you'd be able to get a level 6 station buildable in GC - but It would be great if some one can find a way of doing it. Otherwise I'd say CIS's DS II maybe the only other way. I think disabling Hyperspace on the DS II would be appropriate too if you did it his way. (Think Avengers version can use Hyperspace) which it shouldn't really Edited November 22, 2006 by jedi_consulor http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
Droid803 Posted November 23, 2006 Posted November 23, 2006 TIE_Bizzaro_Squadron,TIE bizzaro!!!!Cool! (in the arc hammer 2 code) Bah, if AI aren't building it, MAKE Them do so in the LUA Its not hard...its simple adding the name of the level 6 station to the right line in the right LUA I'd like to have 2 death stars, available for GC, that'd pwn.As in - two Death stars on the same map. HAVE FUN DEATH-STAR HUNTING ROGUE SQUADRON! http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
MajorPayne Posted November 23, 2006 Posted November 23, 2006 Oh bugger. Forgot about the fighters I gave it. The Bizarro is from my personal mod which I will probably release once its done. It doesn't add much in the way of new ships, but is how I wanted to play the game.
jedi_consulor Posted November 23, 2006 Posted November 23, 2006 I have the Death Star II working in the original EAW game using the model and textures from the FOC version http://i37.photobucket.com/albums/e99/drone_pilot/DSII_EAW.jpg I think with out much problem the same code could be adapted to work in FOC too. I think this is the best way of using the DS II myself in either game. I don't like the idea of doing it as a level 6 station because it means the DS II would be buildable at any level 6 capable planet. That would be a nightmare to play against.! http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
1upD Posted November 23, 2006 Posted November 23, 2006 Bah, if AI aren't building it, MAKE Them do so in the LUA Its not hard...its simple adding the name of the level 6 station to the right line in the right LUAWhich LUA??????? "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
swfan654 Posted November 23, 2006 Posted November 23, 2006 @Jedi_Consulor, you do know thats porting right? :-\ thought I do agree with you on only having only one death star II available though you could just make only one planet capable of having a level 6 station... http://i110.photobucket.com/albums/n115/swfan654/swf4.jpg
Droid803 Posted November 24, 2006 Posted November 24, 2006 TacticalObjectsBuildabeSkirmish (or something along those lines) in Scripts/AI/SpaceModeIts a huge filename that begins with tactical and contains "buildable" and "skirmish" so it shouldn't be too hard to find (i don't even bother to remeber the full name lol) http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg"That was fun"
jedi_consulor Posted November 24, 2006 Posted November 24, 2006 @Jedi_Consulor, you do know thats porting right? :-\ thought I do agree with you on only having only one death star II available though you could just make only one planet capable of having a level 6 station... LOL its porting - I know - its only private use though as far as this is concerned. I am unaware that it would be illegal to do that for private use. Even so, the code I used isn't from FOC and the model is already in FOC if this code was to be adapted for FOC use. It was just an example of how to get some thing like this working in FOC I think it's better doing it this way rather than have several Level 6 Space Stations all DSII's - be a nightmare to fight against an AI that could build these ! http://i37.photobucket.com/albums/e99/drone_pilot/JC_Sig.jpg Sote Mod Website @ http://sote-mod.com/forum/index.php?act=home
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