
bhaalshad
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I am Mandalore the Kandosii Prudii Werda
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Myerstown, PA
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Why not just extract it from the game files ?
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I have since added and modified my black market. It now has a mess of triggers, events, sounds/holograms. For eample, I even have a few planets locked at the start. When my "Hero" chooses Trade Route at a hefty price, the planet is unlocked and ready to be conqured. The idea of bounty hunters using the BM should be worth checking into. The ability for a BH to goto the BM and for a price remove a [ Major Hero, Minor Hero, BH, or like above Trade Route ] is just a small example of what we can modify the BM to do.
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Request: What about a new way to receive more credits?
bhaalshad replied to HK-47's topic in EAW Mods General Workshop
This should do the trick... Open up Spacebuildablesskirmish.xml Search for N_Orbital_Construction_Pod (close to bottom of page) and replace the code for with this one. <SpaceBuildable Name="N_Orbital_Construction_Pod"> <Select_Box_Scale>600</Select_Box_Scale> <GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <Variant_Of_Existing_Type>Orbital_Construction_Pod</Variant_Of_Existing_Type> <Behavior>REVEAL, HIDE_WHEN_FOGGED, CAPTURE_POINT, SELECTABLE, DUMMY_ORBITAL_STRUCTURE, SPACE_OBSTACLE</Behavior> <Capture_Point_Transition_Time_Seconds>5</Capture_Point_Transition_Time_Seconds> <Capture_Point_Radius>800</Capture_Point_Radius> <Influences_Capture_Point>False</Influences_Capture_Point> <Affiliation>Rebel, Empire, Neutral, Underworld</Affiliation> <Tactical_Buildable_Objects_Multiplayer> Empire, Empire_Pirate_IPV, Empire_Pirate_Frigate, Empire_Pirate_Fighter_Squadron, Z95_Headhunter_Empire_Squadron, Rebel, Rebel_Pirate_IPV, Rebel_Pirate_Frigate, Rebel_Pirate_Fighter_Squadron, Z95_Headhunter_Rebel_Squadron, Underworld, Underworld_Pirate_IPV, Jedi_Cruiser_U, Underworld_Pirate_Fighter_Squadron, Z95_Headhunter_Underworld_Squadron, </Tactical_Buildable_Objects_Multiplayer> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Orbital_Construction_Pod_Income_Stream"> <Base_Income_Value>200</Base_Income_Value> <Base_Interval_In_Secs>10</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> <Owner_Income_Percentage /> </Income_Stream_Ability> </Abilities> <Collidable_By_Projectile_Living> No </Collidable_By_Projectile_Living> <Space_Layer> StaticObject </Space_Layer> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>mini_map_structure.tga</Radar_Icon_Name> <Radar_Icon_Size>0.08 0.08</Radar_Icon_Size> <SFXEvent_Select>Structure_Light_Factory_Select_SFX</SFXEvent_Select> <Ownership_Sticks>Yes</Ownership_Sticks> <Scale_Factor> 1.75 </Scale_Factor> <Tactical_Health> 10000 </Tactical_Health> <Base_Level_Available> 1 </Base_Level_Available> <Required_Ground_Base_Level> 0 </Required_Ground_Base_Level> <Space_FOW_Reveal_Range>850.0</Space_FOW_Reveal_Range> <CategoryMask> Structure </CategoryMask> <Is_Community_Property>Yes</Is_Community_Property> <Build_Initially_Locked>Yes</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Has_Space_Evaluator>True</Has_Space_Evaluator> <Text_ID> TEXT_STRUCTURE_MERCHANT_SPACE_DOCK </Text_ID> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MERCHANT_SPACE_DOCK_00 MP_TEXT_ENCYCLOPEDIA_MERCHANT_SPACE_DOCK_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW> </SpaceBuildable> Happy Mining -
use a fresh copy and put your icons back in. that has happend to me a few times. i keep all the icons i use in a folder as back up.
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Re: Units wanted for addon to FOC
bhaalshad replied to Saron2of4_pff's topic in EAW Mods General Workshop
You know, I have been watching this thread for a while now, and I must say I am majorly dissapointed in the responce this has gotten. Basicly this is a place to make a request for help, not a area to flame or knock down other people. I look at it this way, if you can not or do not wish to help, fine; that is your choice. There are some however that do like to help and share code / moddles etc... To say that helping hurts, omg, I can not even continue with that thought, just that statement makes me laugh.... Anyway I would request this area be locked out or removed, and perhaps a new one could be started on a more "friendly" level and respect. Anyone trying to find help here would just get losted in all this slander and bashing. -
For your ISD II idea, you can copy the ISD code (SpaceUnitsCapital.xml, Generic_Star_Destroyer), rename it to ISDII, change hardpoint names ( ie.. add II at the end of each hardpoint name). You can add, minus points for health, armor etc as you see fit. And for adding dif units to spawn, just swap out the unit names with the ones you wish. ie... TIE_Advanced_Squadron, 6 TIE_Bomber_Squadron, 6 2 TIE_Advanced_Squadron, 1 TIE_Bomber_Squadron, 1 Copy the hardpoints (hardpoints.xml) for the ISD and add the II at the end of each name, then change each hardpoint weapon as you see fit. Make sure to add it to the build que if you want it in skirmish. If you want to take it a step farther, extract the icon (mtd_edit) and change the tint of the icon, then rename that to ISDII.tga. Now replace back in commandbar, make ref to the new icon in your modified code for the ISDII. You can also make a text entry to state the name of you ship using a .dat editor. Hope that clears it up.
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look in Public Code Bank :
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EaW & FoC Compliant Ok, due to a request on how to do this, thought it would be better to post for all. In this example I will show you how to add a Tie Fighter and a X-Wing for land use. Open GroundCompaniesEmpire.xml Add this <!-- ******************* --> <!-- Fighters Land Based --> <!-- ******************* --> <!-- ***** Empire Units ***** --> <GroundCompany Name="TIE_Fighter_Land_squad"> <Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> X_SPEEDER SNOWSPEEDER UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>24</Damage> <Autoresolve_Health>40</Autoresolve_Health> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>450</Build_Cost_Credits> <Build_Time_Seconds>25</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>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>2000</Slice_Cost_Credits> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>--> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Prority>1</Formation_Prority> <Is_Escort>yes</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit> <Company_Units>TIE_Fighter_Land</Company_Units> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <GUI_Model>RV_snowspeeder.ALO</GUI_Model> <GUI_Distance>70</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete> <Score_Cost_Credits>225</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites></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>--> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>0</Population_Value> </GroundCompany> Open GroundComapiesRebel.xml Add this <!-- ***** Rebel Units ***** --> <GroundCompany Name="X-Wing_Land_squad"> <Text_ID>TEXT_UNIT_X_WING</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text> <Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 0 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>24</Damage> <Autoresolve_Health>40</Autoresolve_Health> <Affiliation>Rebel</Affiliation> <Build_Cost_Credits>450</Build_Cost_Credits> <Build_Time_Seconds>25</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>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Slice_Cost_Credits>2000</Slice_Cost_Credits> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <!--<Required_Ground_Base_Level>1</Required_Ground_Base_Level>--> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures></Required_Special_Structures> <Required_Planets></Required_Planets> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Prority>1</Formation_Prority> <Is_Escort>yes</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit> <Company_Units>X-Wing_Land</Company_Units> <Icon_Name>i_button_x_wing.tga</Icon_Name> <GUI_Model>RV_snowspeeder.ALO</GUI_Model> <GUI_Distance>70</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete> <Score_Cost_Credits>225</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites></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>--> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>0</Population_Value> </GroundCompany> Open GroundVehicles.xml Add this <!-- ********************** --> <!-- Land Based Space Units --> <!-- ********************** --> <GroundVehicle Name="X-Wing_Land"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_X_WING</Text_ID> <Encyclopedia_Good_Against> TIE_Fighter TIE_Bomber TIE_Prototype </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_X_WING</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Land_Model_Name>rv_XWing.ALO</Land_Model_Name> <Mass>0.98</Mass> <Scale_Factor>1.2</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>15</Size_Value> <Select_Box_Scale>40</Select_Box_Scale> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>4.0</Max_Speed> <Min_Speed>2.5</Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll> <Max_Lift>4</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Space_Layer> Frigate </Space_Layer> <Stationary_Space_Layer> Land </Stationary_Space_Layer> <FormationGrouping> Solo </FormationGrouping> <PathFrameDelay> 4 </PathFrameDelay> <Hover_Offset>100.0</Hover_Offset> <Prepare_Strafe_Height>150.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <AI_Combat_Power>2000</AI_Combat_Power> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>SPOILER_LOCK, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior> <Influences_Capture_Point>False</Influences_Capture_Point> <Weather_Category>Speeder</Weather_Category> <Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living> <Affiliation>Rebel</Affiliation> <Political_Control>0</Political_Control> <Armor_Type> Armor_Speeder </Armor_Type> <Damage>28</Damage> <Autoresolve_Health>40.0</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>190</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>1000</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance> <Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees> <Projectile_Damage>28.0</Projectile_Damage> <Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Death_Explosions>Small_Explosion_Space</Death_Explosions> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Wind_Disturbance_Radius>100</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>5</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire> <SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select> <SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_X_Wing</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_X_Wing </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_X_Wing </SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Unit_X_Wing_Fly_By </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> <!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> --> <!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> --> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_X_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_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> <Icon_Name>i_button_x_wing.tga</Icon_Name> <CategoryMask> Air | AntiStructure</CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <!--Keep the idle chase range small since Snowspeeders don't tether--> <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_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <FormationGrouping> Solo </FormationGrouping> <Weather_Category>Flying</Weather_Category> <Score_Cost_Credits>50</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>SPOILER_LOCK</Type> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 1.5</Mod_Multiplier> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_X_Wing</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_X_Wing</SFXEvent_GUI_Unit_Ability_Deactivated> </Unit_Ability> </Unit_Abilities_Data> </GroundVehicle> <GroundVehicle Name="TIE_Fighter_Land"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID> <Encyclopedia_Good_Against> Y-Wing Z-95_Headhunter_Rebel </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AA_Walker UC_Empire_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Land_Model_Name>ev_TieFighter.ALO</Land_Model_Name> <Mass>0.985</Mass> <Scale_Factor>1.2</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>15</Size_Value> <Select_Box_Scale>40</Select_Box_Scale> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>4.5</Max_Speed> <Min_Speed>2.5</Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll> <Max_Lift>4</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Space_Layer> Frigate </Space_Layer> <Stationary_Space_Layer> Land </Stationary_Space_Layer> <FormationGrouping> Solo </FormationGrouping> <PathFrameDelay> 4 </PathFrameDelay> <Hover_Offset>100.0</Hover_Offset> <Prepare_Strafe_Height>150.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <AI_Combat_Power>2000</AI_Combat_Power> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>HUNT, ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior> <Influences_Capture_Point>False</Influences_Capture_Point> <Weather_Category>Speeder</Weather_Category> <Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living> <Affiliation>Empire</Affiliation> <Political_Control>0</Political_Control> <Armor_Type> Armor_Speeder </Armor_Type> <Damage>28</Damage> <Autoresolve_Health>40.0</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>190</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>1000</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance> <Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees> <Projectile_Damage>28.0</Projectile_Damage> <Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types> <Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 2.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Wind_Disturbance_Radius>100</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>5</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire> Unit_TIE_Fighter_Fire </SFXEvent_Fire> <SFXEvent_Select> Unit_Select_TIE_Fighter </SFXEvent_Select> <SFXEvent_Move> Unit_Move_TIE_Fighter </SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move> <SFXEvent_Attack> Unit_Attack_TIE_Fighter </SFXEvent_Attack> <SFXEvent_Guard> Unit_Guard_TIE_Fighter </SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_Assault_Speeder </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Assault_Speeder </SFXEvent_Assist_Attack> <Death_SFXEvent_Start_Die>Unit_Snow_Speeder_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Unit_TIE_Fighter_Fly_By </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> <!-- <SFXEvent_Engine_Idle_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Idle_Loop> --> <!-- <SFXEvent_Engine_Moving_Loop> Unit_SnowSpeeder_Engine_Loop </SFXEvent_Engine_Moving_Loop> --> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_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> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <CategoryMask> Air | AntiStructure</CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <!--Keep the idle chase range small since Snowspeeders don't tether--> <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_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <FormationGrouping> Solo </FormationGrouping> <Weather_Category>Flying</Weather_Category> <Score_Cost_Credits>50</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>HUNT</Type> </Unit_Ability> </Unit_Abilities_Data> </GroundVehicle> Open SpecialStructures.xml Search for " E_Ground_Light_Vehicle_Factory " Add TIE_Fighter_Land_squad to the build que. ie... Empire, Imperial_Anti_Infantry_Brigade, Imperial_Heavy_Scout_Squad, TIE_Fighter_Land_squad, Imperial_Anti_Aircraft_Company, EL_Light_Reflective_Armor_L1_Upgrade, EL_Light_Reflective_Armor_L2_Upgrade, EL_Enhanced_Reactors_L1_Upgrade, EL_Enhanced_Reactors_L2_Upgrade, Now search for " R_Ground_Light_Vehicle_Factory" Add X-Wing_Land_squad to the build que. ie... Rebel, X-Wing_Land_squad, Rebel_Light_Tank_Brigade, Rebel_Speeder_Wing, RL_Light_Armor_L1_Upgrade, RL_Light_Armor_L2_Upgrade, RL_Enhanced_Repulsors_L1_Upgrade, RL_Enhanced_Repulsors_L2_Upgrade, Thats all there is to it. You can modify this code as you see fit, mainly it is just a modification of the Rebel Snowspeeder code.
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Um, name is Bhaalshad and, I did not suply nor make a Arc Hammer code. ???
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Re: Units wanted for addon to FOC
bhaalshad replied to Saron2of4_pff's topic in EAW Mods General Workshop
I am making a personal mod. Nothing major realy. I have added Lok to my galatic map and was wanting to add Nym as a hero. Already working on his followers (pirate units with dif skins), and have a good amount of info set up in the .dat file for the planet and units I plan on using. Making a hero unit is np, have done a few for land/space. What I would like is a "New" modle that the game does not already have/use. So my question is this... If any moddlers out there have a Male unit they have done and would not mind sharing that would be great. Basic walk, run, idol and weapon use. I can handle all the code needed to make it work. Thank you in advance if anyone can help out. Btw, once this is done if anyone wants the finished products to add Nym, followers and Lok, I would gladdy share. -
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.
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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.
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My main goal was to give the Underworld faction more ground units. The "Slave" ability is just a way to get em
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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.
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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.