Actually, by disabling XMLs, I've been able to isolate the bugs in one file. The Metroid file. Everything Metroid. Conveniently located in one XML. Why I am so freaking stupid? >_> Anyways, I already lost two XML entries while trying to fix the bug...My computer is acting really creepy. 0_o EDIT: I found the bugger! Here's the specific entry that causes FoC to close: <!--Pirate Carrier thingy-->
<GroundVehicle Name="ATC">
<Text_ID>TEXT_UNIT_ATC</Text_ID>
<Encyclopedia_Good_Against> Stormtrooper Underworld_Merc </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> AT_AA_Walker Underworld_Mass_Driver_Turret </Encyclopedia_Vulnerable_To>
<Encyclopedia_Text>TEXT_TOOLTIP_ATC</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gallofree_htt.tga</Icon_Name>
<Select_Box_Scale>520</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Land_Model_Name>PV_ATC.ALO</Land_Model_Name>
<Land_Model_Anim_Override_Name>RV_GallofreeHTT26.alo</Land_Model_Anim_Override_Name>
<Mass>1.0</Mass>
<Scale_Factor>.30</Scale_Factor>
<Deploys>Yes</Deploys>
<Affiliation>Underworld</Affiliation>
<Max_Speed>2.5</Max_Speed>
<Min_Speed>0.1</Min_Speed>
<OverrideAcceleration> 0.15 </OverrideAcceleration>
<OverrideDeceleration> 0.15 </OverrideDeceleration>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Hover_Height>80.0</Hover_Height>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<PathFrameDelay> 0 </PathFrameDelay>
<Armor_Type> Armor_T2B </Armor_Type>
<Shield_Armor_Type>Shield_Tank</Shield_Armor_Type>
<Size_Value>70</Size_Value>
<Damage>6</Damage>
<Shield_Points>200</Shield_Points>
<Tactical_Health>275</Tactical_Health>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Energy_Capacity>9999</Energy_Capacity>
<Energy_Refresh_Rate>9999</Energy_Refresh_Rate>
<Mouse_Collide_Override_Sphere_Radius>35</Mouse_Collide_Override_Sphere_Radius>
<Behavior> SELECTABLE </Behavior>
<LandBehavior>IDLE, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, SHIELDED, TURRET, TARGETING, WEAPON, POWERED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, SURFACE_FX, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, GARRISON_HOVER</LandBehavior>
<Is_Affected_By_Gravity_Control_Field> Yes </Is_Affected_By_Gravity_Control_Field>
<Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn>
<SurfaceFX_Name>Hover</SurfaceFX_Name>
<Garrison_Category> Infantry, Vehicle </Garrison_Category>
<Num_Garrison_Slots>10</Num_Garrison_Slots>
<Garrison_Bone_Names>b_garrison_00</Garrison_Bone_Names>
<Garrison_Exit_Dist>0</Garrison_Exit_Dist>
<Garrison_Enter_Dist>0</Garrison_Enter_Dist>
<Garrison_Radius>20</Garrison_Radius>
<Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>320.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
<Turret_Bone_Name>b_turret</Turret_Bone_Name>
<Barrel_Bone_Name>b_barrel</Barrel_Bone_Name>
<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
<Turret_Targets_Ground_Vehicles> 2 </Turret_Targets_Ground_Vehicles>
<Turret_Targets_Ground_Infantry> 1 </Turret_Targets_Ground_Infantry>
<Turret_Targets_Air_Vehicles> 4 </Turret_Targets_Air_Vehicles>
<Turret_Targets_Anything_Else> 3 </Turret_Targets_Anything_Else>
<Projectile_Types>Proj_Rebel_HTT_Gun</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.2</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.02</Projectile_Fire_Pulse_Delay_Seconds>
<Fire_Weapon_When_Deployed>Yes</Fire_Weapon_When_Deployed>
<Fire_Weapon_When_Undeployed>Yes</Fire_Weapon_When_Undeployed>
<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
<Remove_Upon_Death>true</Remove_Upon_Death>
<Death_Explosions>Large_Explosion_Land</Death_Explosions>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>
<Wind_Disturbance_Radius>50</Wind_Disturbance_Radius>
<Wind_Disturbance_Strength>4</Wind_Disturbance_Strength>
<Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>
<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
<SFXEvent_Fire>Unit_Tank_T2B_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Gallofree_HTT</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Gallofree_HTT</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gallofree_HTT</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Gallofree_HTT</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Gallofree_HTT</SFXEvent_Guard>
<SFXEvent_Turret_Rotating_Loop> Vehicle_Turret_Motor </SFXEvent_Turret_Rotating_Loop>
<SFXEvent_Assist_Move>
</SFXEvent_Assist_Move>
<SFXEvent_Assist_Attack>
</SFXEvent_Assist_Attack>
<Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die>
<SFXEvent_Engine_Idle_Loop> Unit_T2B_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_T2B_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Unit_Lost> RHD_Unit_Destroyed </SFXEvent_Unit_Lost>
<SFXEvent_Tactical_Build_Started> RHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>
<SFXEvent_Tactical_Build_Complete> RHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>
<SFXEvent_Tactical_Build_Cancelled> RHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled>
<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>65.0, 50.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<CategoryMask> Air </CategoryMask>
<MovementClass> Lancet </MovementClass>
<Property_Flags> CanContainGarrison </Property_Flags>
<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
<OccupationStyle>1x1</OccupationStyle>
<Victory_Relevant>yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
<AI_Combat_Power>50</AI_Combat_Power>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Guard_Chase_Range>0.0</Guard_Chase_Range>
<Attack_Move_Response_Range>50.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
<Autonomous_Move_Extension_Vs_Attacker>50.0</Autonomous_Move_Extension_Vs_Attacker>
<Space_Layer> Land </Space_Layer>
<UnitCollisionClass> Vehicle </UnitCollisionClass>
<FormationSpacing> 1.5 </FormationSpacing>
<FormationOrder> 4 </FormationOrder>
<FormationGrouping> Solo </FormationGrouping>
<FormationRaggedness> 0.5 </FormationRaggedness>
<MaxJiggleDistance> 0 </MaxJiggleDistance>
<MinimumPushReturnDistance> 100 </MinimumPushReturnDistance>
<UseSecondaryFacing> false </UseSecondaryFacing>
<Custom_Hard_XExtent> 130.0 </Custom_Hard_XExtent>
<Custom_Hard_YExtent> 40.0 </Custom_Hard_YExtent>
<Ranking_In_Category>7</Ranking_In_Category>
<Weather_Category>Flying</Weather_Category>
<Converted_To_Enemy_Die_Time_Seconds>45</Converted_To_Enemy_Die_Time_Seconds>
<Score_Cost_Credits>100</Score_Cost_Credits>
<Influences_Capture_Point> False </Influences_Capture_Point>
<Is_Supercrusher>Yes</Is_Supercrusher>
<Tactical_Bribe_Cost>450</Tactical_Bribe_Cost>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
</Unit_Abilities_Data>
<Should_Reinforcements_Move> false </Should_Reinforcements_Move>
</GroundVehicle>
<GroundCompany Name="F9TZ_Cloaking_Transport_Company">
<Text_ID>TEXT_UNIT_G-HTT_TRANSPORT_COMPANY</Text_ID>
<Encyclopedia_Good_Against> Stormtrooper Underworld_Merc </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> AT_AA_Walker Underworld_Mass_Driver_Turret </Encyclopedia_Vulnerable_To>
<Encyclopedia_Text>TEXT_TOOLTIP_G-HTT_TRANSPORT</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
<Icon_Name>i_button_gallofree_htt.tga</Icon_Name>
<GUI_Row> 1 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Damage>100</Damage>
<Autoresolve_Health>450</Autoresolve_Health>
<Affiliation>Rebel</Affiliation>
<Build_Cost_Credits>700</Build_Cost_Credits>
<Build_Time_Seconds>45</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>
<Tech_Level>3</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_Vehicle_Factory</Required_Special_Structures>
<Required_Planets />
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1800</Slice_Cost_Credits>
<Behavior>DUMMY_GROUND_COMPANY</Behavior>
<Formation_Priority>4</Formation_Priority>
<Is_Escort>no</Is_Escort>
<Ship_Class>walker</Ship_Class>
<Company_Transport_Unit>Underworld_Vehicle_Transport</Company_Transport_Unit>
<Company_Units>Gallofree_HTT_Transport_P</Company_Units>
<Score_Cost_Credits>1000</Score_Cost_Credits>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Population_Value>1</Population_Value>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>25</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>RC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Gallofree_HTT</SFXEvent_Build_Complete>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gallofree_HTT</SFXEvent_Fleet_Move>
<Unit_Abilities_Data SubObjectList="Yes">
</Unit_Abilities_Data>
</GroundCompany> It wasn't completely finished. BTW, I don't think the fact that it replaces an existing unit caused the bug. I have a unit replacing the Defiler and it works fine, other than that I can still build Defilers.