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HK-47

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Everything posted by HK-47

  1. MajorPayne suggested that I should add the following code in both parts of the ship entry (not only in GC) and it worked, but I can only build it one time (if it's die, it died). <!--<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>--> I'll change the lifetime limit as D803 said to see what happens...
  2. Uh? I put exactly in this location... Perhaps because the files can also be found in custom maps...? Edit: I removed them from CustomMaps folder and it still stays loading forever... Do I need to put an specific name in the maps? Or make an entry in another xml? I can't find the problem, since both of the planets (Mygeeto and Peragus XII) have the same problem and the maps are OK.
  3. Now I need help: where do I need to put the map file for the planet? Or it needs to have an specific name?Because the two planets that I added in my game stay loading and when it finishes and I click the 'Play' buttom, it starts loading again... The maps names entries in the planets codes appears to be OK (since I used CTRL+C CTRL+V)... ???
  4. Me too (if I didn't liked or needed, I wouldn't made an entire new txt file with custom names... and I wouldn't ask help on that )... I agree with you, Avenger... ;D
  5. I spent some hours today doing Mygeeto Land/Space/Destroyed maps, after that I made the code for the planet, making the entries in text file, and adding it to the GC Equal Footing... Now I was happy and going to test, but the game crashes in the "Star Wars EaW: FoC - Loading" screen and it says that it's expecting some strange bugs and tells me to check Planets.xml. Since I'm not a good coder, I didn't find some major mistake... Here's Mygeeto code: <Planet Name="Mygeeto"> <Zoomed_Terrain_Index>5</Zoomed_Terrain_Index> <Text_ID>TEXT_OBJECT_STAR_SYSTEM_MYGEETO</Text_ID> <Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00> <Always_Instantiate_Galactic>yes</Always_Instantiate_Galactic> <Galactic_Model_Name>W_planet_Ice01.alo</Galactic_Model_Name> <Destroyed_Galactic_Model_Name>W_planet_Asteroids.alo</Destroyed_Galactic_Model_Name> <GUI_Model_Name>W_planet_Ice01.alo</GUI_Model_Name> <Mass>1.0</Mass> <Scale_Factor>1.8</Scale_Factor> <Mouse_Collide_Override_Sphere_Radius> 19.77 </Mouse_Collide_Override_Sphere_Radius> <Show_Name>Yes</Show_Name> <Name_Adjust>-12, -12, 0.1</Name_Adjust> <Behavior>SELECTABLE, PLANET, PRODUCTION</Behavior> <Pre_Lit>no</Pre_Lit> <Political_Control>0</Political_Control> <Camera_Aligned>yes</Camera_Aligned> <Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust> <Terrain>Artic</Terrain> <Planet_Credit_Value>150</Planet_Credit_Value> <Planet_Destroyed_Credit_Value>75</Planet_Destroyed_Credit_Value> <Galactic_Position>155.0, 350.0, 10.0</Galactic_Position> <Special_Structures_Land>5</Special_Structures_Land> <Special_Structures_Space>2</Special_Structures_Space> <Max_Space_Base>5</Max_Space_Base> <The_Force>Neutral</The_Force> <Force_Strength>0.0</Force_Strength> <Land_Tactical_Map> _Land_Planet_Mygeeto_00.ted </Land_Tactical_Map> <Space_Tactical_Map>_Space_Planet_Mygeeto_00.ted</Space_Tactical_Map> <Destroyed_Space_Tactical_Map>_destroyed_planet_mygeeto_00.ted<Destroyed_Space_Tactical_Map/> <Planet_Surface_Accessible> Yes </Planet_Surface_Accessible> <Planet_Capture_Bonus_Reward> 2500 </Planet_Capture_Bonus_Reward> <Planet_Slice_Difficulty_Rating>0</Planet_Slice_Difficulty_Rating> <Planet_Tech_Availability_Rating>1</Planet_Tech_Availability_Rating> <Planet_Slice_Affinity_Types /> <Planet_Black_Market_Modifier>-500</Planet_Black_Market_Modifier> <Describe_Population>TEXT_PLANET_MYGEETO_INFO_POP</Describe_Population> <Describe_Wildlife>TEXT_PLANET_MYGEETO_INFO_WL</Describe_Wildlife> <Describe_Terrain>TEXT_PLANET_MYGEETO_INFO_TER</Describe_Terrain> <Describe_Weather>TEXT_PLANET_MYGEETO_INFO_WEA</Describe_Weather> <Describe_Tactical>TEXT_PLANET_MYGEETO_INFO_TAC</Describe_Tactical> <Describe_Advantage>TEXT_PLANET_MYGEETO_INFO_ADV</Describe_Advantage> <Describe_History>TEXT_PLANET_MYGEETO_INFO_HIS</Describe_History> <Planet_Ability_Name>TEXT_PLANET_MYGEETO_INFO_ADV</Planet_Ability_Name> <Planet_Ability_Description>TEXT_PLANET_MYGEETO_ENCYC</Planet_Ability_Description> <Encyclopedia_Text>TEXT_PLANET_MYGEETO_ENCYC</Encyclopedia_Text> <Encyclopedia_Weather_Icon>i_pa_weather_snow.tga</Encyclopedia_Weather_Icon> <Encyclopedia_Weather_Name>TEXT_WEATHER_NAME_SNOW</Encyclopedia_Weather_Name> <Encyclopedia_Weather_Info>TEXT_TACTICAL_WEATHER_OBJECTIVE_SNOW</Encyclopedia_Weather_Info> <Planet_Ability_Icon>i_pa_high_credit_value.tga</Planet_Ability_Icon> <Native_Icon_Name>load_urban.tga</Native_Icon_Name> <Additional_Population_Capacity>5</Additional_Population_Capacity> <Planet_Corruption_Removal_Base_Cost>1500</Planet_Corruption_Removal_Base_Cost> </Planet> Could some one review the code and help? ??? EDIT: Forgot, I found the problem: _destroyed_planet_mygeeto_00.ted instead of: _destroyed_planet_mygeeto_00.ted
  6. All right... I'm going to test it now, but, I'm curious, why should I uncomment those two lines? Does they only affect GC?
  7. I don't think is the same mod: And since Jedi_Consulor isn't in the Staff of that mod (at least the site don't tell that)...
  8. I was mistaken, I used this one. Thanks, Avenger! I did what I said and it worked (the copy of the Tartan Cruiser text file with the MKII in the name and the custom ship names)! ;D
  9. I didn't made him a hero because I thought if I do that, I'll need to create entries in other files like the team hero, named hero units, etc... (I forgot the "real" name of the files... When you said unit type, you mean the category? This is the code I used for him: <SpaceUnit Name="Tartan_Patrol_Cruiser_MKIII"> <!-- Changed from Carrack-Class Cruiser --> <Text_ID>TEXT_UNIT_TARTAN_CRUISER_MKIII</Text_ID> <Encyclopedia_Good_Against> Vengeance_Frigate Alliance_Assault_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> B-wing Y-wing </Encyclopedia_Vulnerable_To> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>EV_TartanCruiser.alo</Space_Model_Name> <Select_Box_Scale>370</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Mass>0.9995</Mass> <Scale_Factor>0.56</Scale_Factor> <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Ranking_In_Category>7</Ranking_In_Category> <Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust> <Max_Speed>7.00</Max_Speed> <Max_Rate_Of_Turn>1.4</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Corvette </Space_Layer> <Layer_Z_Adjust>0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll> <Bank_Turn_Angle>15</Bank_Turn_Angle> <OverrideAcceleration> .065 </OverrideAcceleration> <OverrideDeceleration> .065 </OverrideDeceleration> <Armor_Type> Armor_Tartan </Armor_Type> <Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type> <Max_Thrust>0.8</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>2.5</Hyperspace_Speed> <Maintenance_Cost>0.05</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>0</Tech_Level> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>6</Required_Star_Base_Level> <Shield_Points>1500</Shield_Points> <Tactical_Health>3000</Tactical_Health> <Damage>40</Damage> <Autoresolve_Health>2500</Autoresolve_Health> <Execute_Script_On_Type>true</Execute_Script_On_Type> <Lua_Script>FleetCommander</Lua_Script> <Shield_Refresh_Rate>50</Shield_Refresh_Rate> <Energy_Capacity>4500</Energy_Capacity> <Energy_Refresh_Rate>450</Energy_Refresh_Rate> <Ship_Class>corvette</Ship_Class> <Formation_Priority>5</Formation_Priority> <Is_Escort>no</Is_Escort> <Is_Bomber>no</Is_Bomber> <Political_Control>0</Political_Control> <Squadron_Capacity>5</Squadron_Capacity> <Transport_Capacity>4</Transport_Capacity> <Number_per_Squadron>1</Number_per_Squadron> <Build_Cost_Credits>2700</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <AI_Combat_Power>1550</AI_Combat_Power> <Build_Time_Seconds>35</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>120</Size_Value> <Behavior>ABILITY_COUNTDOWN, DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior> <SpaceBehavior> SIMPLE_SPACE_LOCOMOTOR, TARGETING, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions> <Death_Clone>Damage_Normal, Tartan_Patrol_Cruiser__Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>1600.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>2500.0</Targeting_Max_Attack_Distance> <Hardpoints> HP_Tartan_CruiserMKIII_00, HP_Tartan_CruiserMKIII_01, HP_Tartan_CruiserMKIII_02, HP_Tartan_CruiserMKIII_03, HP_Tartan_CruiserMKIII_04 </Hardpoints> <Space_FOW_Reveal_Range>1600.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance> <CategoryMask> SpaceHero </CategoryMask> <Icon_Name>i_button_ei_fleet_commander_bust.tga</Icon_Name> <GUI_Model_Name>EV_TartanCruiser.alo</GUI_Model_Name> <GUI_Distance>900</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tartan</SFXEvent_Build_Complete> <SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Select>Unit_Select_Empire_Field</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Empire_Field</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Tartan</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Empire_Field</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Empire_Field</SFXEvent_Guard> <SFXEvent_Stop>Unit_Stop_Tartan</SFXEvent_Stop> <SFXEvent_Barrage>Unit_Barrage_Tartan</SFXEvent_Barrage> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Tartan </SFXEvent_Move_Into_Nebula> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Engine_Idle_Loop> Unit_Tartan_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Tartan_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Tartan_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Tactical_Bribe_Cost/> <Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <MovementClass> Space </MovementClass> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>400.0</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>Corvette</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> </Unit_Abilities_Data> <Encyclopedia_Text>TEXT_TOOLTIP_TARTAN_MKIII</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MINOR</Encyclopedia_Unit_Class> <Score_Cost_Credits> 1550</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>3000</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>1</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Population_Value>3</Population_Value> </SpaceUnit>
  10. Fynbos, you're probably right! I need to use the WordPad, right?
  11. I tested now... It doesn't work: the name line appears but instead of the name (yes, I made one txt file with the unit's name on it and put a lot of names in alphabetical order) a lot of *squares* appears... ???
  12. I created a new hero to the Empire, Admiral Hezar, but it's code is in SpaceUnitsCorvettes.xml, instead of the default hero xml. In the end of the code, there are two lines about the unit being buildable only one by time, but they don't work... Is there some code that I can put in to prevent the unit being buildable twice by time? http://img185.imageshack.us/img185/5945/admiralhezaren3.png
  13. Look, I don't know if this will really help you, but in GameConstants.xml, I found the following code: <!-- Files for custom ship names --> <ShipNameTextFiles> Calamari_Cruiser, Data\Calamari_Cruiser.txt, Generic_Star_Destroyer, Data\Star_Destroyer.txt, Star_Destroyer, Data\Star_Destroyer.txt, Star_Destroyer_Tractor_Fighters, Data\Star_Destroyer.txt, Corellian_Corvette, Data\Corellian_Corvette.txt, Corellian_Gunboat, Data\Corellian_Gunboat.txt, Broadside_Class_Cruiser, Data\Broadside_Class_Cruiser.txt, Marauder_Missile_Cruiser, Data\Marauder_Missile_Cruiser.txt, Nebulon_B_Frigate, Data\Nebulon_B_Frigate.txt, Alliance_Assault_Frigate, Data\Alliance_Assault_Frigate.txt, Victory_Destroyer_No_Fighters, Data\Victory_Destroyer.txt, Victory_Destroyer, Data\Victory_Destroyer.txt, Acclamator_Assault_Ship, Data\Acclamator_Assault_Ship.txt, Interdictor_Cruiser, Data\Interdictor_Cruiser.txt, Tartan_Patrol_Cruiser, Data\Tartan_Patrol_Cruiser.txt </ShipNameTextFiles> If you use this as model, I think it will work... I'm trying to make my Tartan Strike Cruisers have name, just creating a text file in Data in the same style as the game's ones, and do an entry in GameConstants; but I didn't test it yet.
  14. I took a look in the Models.meg and found three animations that belongs to the Cloud Car: W_cloud_car_idle_00.ala W_cloud_car_cinematic_00.ala W_cloud_car_fly_00.ala I think this animations would work (since it works in the game mission), but I don't know how to... test. Any help?
  15. I thought your mod does have a name... I saw something about The XMLs Returns or simply D803's Mod, or I'm mistaken? But give name to mods must be a bit difficult (there are some many mods these days that makes easy to make confusion, right?).
  16. The DVD-RW driver can read the small cds (at least mine can). Do you know the name of this GC Emulator?
  17. I saw some reviews and pics of this game in internet, and I'm interested to play it. But I don't have a Game Cube... If I buy the GC game, can I run it on PC with an specific tool? (My computer does have an DVD player). ???
  18. Ah, thanks! Since I never worked with LUAs (only heard of them), with tool do I use to script them?
  19. Thanks guys. ;D And Jeteye1, don't be hard in yourself...
  20. No, it isn't. To be honest, TUM isn't a word in portuguese, but it's uh, "spell form" (the way you say) have a uh... funny sound... Don't worry... I actually liked the name... It isn't boring like: FoC Space Skirmish Map Pack
  21. If you don't care that some of maps will be in other mod too, yes, you can. The next version of MajorPayne's mod will include the maps from the Space Map Pack, the Utapau map... And, the name T.U.M. isn't bad. For me it's funny, because of the sound that the "word" TUM makes in portuguese (my "official" language) is funny. Oh I know that what I said sounds a bit non sense ... But, uh, I'm in another country that officially doesn't speak english...
  22. Hmm... Maybe you can be right... To the hint, thanks, but I already knew that. ;D Is this modified map going to be in the next version of your mod? I would like to take a look in it... But, no worries, the biggest problem is the Space units in land (no, I'm not saying it's because of my lack of modding skills anymore, since I saw it isn't that hard at all: the units wouldn't need to be buildable and most of them could have almost unlimited health, so we'd have an background for hours... But now I say that because of the scale! But perhaps, since you'd be already inside an Acclamator, they wouldn't need to be that big, let's only suppose that they're very far ;D).
  23. Tartan Strike Cruiser http://img250.imageshack.us/img250/8238/striketartaniixu9.png Open SpaceUnitsCorvettes.xml and copy the following code: <SpaceUnit Name="Tartan_Patrol_Cruiser_MKII"> <!-- Changed from Carrack-Class Cruiser --> <Text_ID>TEXT_UNIT_TARTAN_CRUISER_MKII</Text_ID> <Encyclopedia_Good_Against> Vengeance_Frigate Alliance_Assault_Frigate Nebulon_B_Frigate </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> B-wing Y-wing </Encyclopedia_Vulnerable_To> <GUI_Row> 1 </GUI_Row> <Space_Model_Name>EV_TartanCruiser.alo</Space_Model_Name> <Select_Box_Scale>370</Select_Box_Scale> <Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust> <Mass>0.9995</Mass> <Scale_Factor>0.56</Scale_Factor> <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color> <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier> <Ranking_In_Category>7</Ranking_In_Category> <Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust> <Max_Speed>5.50</Max_Speed> <Max_Rate_Of_Turn>1.4</Max_Rate_Of_Turn> <MovementClass> Space </MovementClass> <Space_Layer> Corvette </Space_Layer> <Layer_Z_Adjust>0</Layer_Z_Adjust> <Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll> <Bank_Turn_Angle>15</Bank_Turn_Angle> <OverrideAcceleration> .065 </OverrideAcceleration> <OverrideDeceleration> .065 </OverrideDeceleration> <Armor_Type> Armor_Tartan </Armor_Type> <Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type> <Max_Thrust>0.8</Max_Thrust> <Hyperspace>Yes</Hyperspace> <Hyperspace_Speed>2.5</Hyperspace_Speed> <Maintenance_Cost>0.05</Maintenance_Cost> <Affiliation>Empire</Affiliation> <Tech_Level>0</Tech_Level> <Required_Ground_Base_Level>0</Required_Ground_Base_Level> <Required_Star_Base_Level>3</Required_Star_Base_Level> <Shield_Points>1000</Shield_Points> <Tactical_Health>2500</Tactical_Health> <Damage>20</Damage> <Autoresolve_Health>2000</Autoresolve_Health> <Shield_Refresh_Rate>20</Shield_Refresh_Rate> <Energy_Capacity>4500</Energy_Capacity> <Energy_Refresh_Rate>300</Energy_Refresh_Rate> <Ship_Class>corvette</Ship_Class> <Formation_Priority>5</Formation_Priority> <Is_Escort>Yes</Is_Escort> <Is_Bomber>no</Is_Bomber> <Political_Control>0</Political_Control> <Squadron_Capacity>5</Squadron_Capacity> <Transport_Capacity>4</Transport_Capacity> <Number_per_Squadron>1</Number_per_Squadron> <Build_Cost_Credits>2250</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <AI_Combat_Power>1550</AI_Combat_Power> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> <Size_Value>120</Size_Value> <Behavior>ABILITY_COUNTDOWN, DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior> <SpaceBehavior> SIMPLE_SPACE_LOCOMOTOR, TARGETING, SELECTABLE, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions> <Death_Clone>Damage_Normal, Tartan_Patrol_Cruiser_Death_Clone</Death_Clone> <Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>2500.0</Targeting_Max_Attack_Distance> <Hardpoints> HP_Tartan_CruiserMKII_00, HP_Tartan_CruiserMKII_01, HP_Tartan_CruiserMKII_02, HP_Tartan_CruiserMKII_03, HP_Tartan_CruiserMKII_04 </Hardpoints> <Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>1000.0</Targeting_Max_Attack_Distance> <CategoryMask> Frigate </CategoryMask> <Icon_Name>i_button_carrack_cruiser.tga</Icon_Name> <GUI_Model_Name>EV_TartanCruiser.alo</GUI_Model_Name> <GUI_Distance>900</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <Victory_Relevant>yes</Victory_Relevant> <Has_Space_Evaluator>True</Has_Space_Evaluator> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_Tartan</SFXEvent_Build_Complete> <SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop> <SFXEvent_Select>Unit_Select_Tartan</SFXEvent_Select> <SFXEvent_Move>Unit_Move_Tartan</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_Tartan</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_Tartan</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_Tartan</SFXEvent_Guard> <SFXEvent_Stop>Unit_Stop_Tartan</SFXEvent_Stop> <SFXEvent_Barrage>Unit_Barrage_Tartan</SFXEvent_Barrage> <SFXEvent_Move_Into_Nebula> Unit_Nebula_Tartan </SFXEvent_Move_Into_Nebula> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tartan </SFXEvent_Attack_Hardpoint> <SFXEvent_Engine_Idle_Loop> Unit_Tartan_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_Tartan_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Tartan_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <Tactical_Bribe_Cost>925</Tactical_Bribe_Cost> <Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <MovementClass> Space </MovementClass> <Guard_Chase_Range>1000.0</Guard_Chase_Range> <Idle_Chase_Range>400.0</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>Corvette</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>POWER_TO_WEAPONS</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -25.0</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0</Mod_Multiplier> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier> <Recharge_Seconds>60</Recharge_Seconds> <Expiration_Seconds>12</Expiration_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Tartan</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_GUI_Unit_Ability_Deactivated /> </Unit_Ability> <Unit_Ability> <Type>LASER_DEFENSE</Type> <Recharge_Seconds>65.0</Recharge_Seconds> <GUI_Activated_Ability_Name> Crusader_Laser_Defense </GUI_Activated_Ability_Name> <Effective_Radius> 800.0 </Effective_Radius> <SFXEvent_GUI_Unit_Ability_Activated> Unit_Laser_Defense_On_Crusader </SFXEvent_GUI_Unit_Ability_Activated> <!--(by pressing the activate button)--> <SFXEvent_GUI_Unit_Ability_Deactivated> Unit_Laser_Defense_Off_Crusader </SFXEvent_GUI_Unit_Ability_Deactivated> <!--(by pressing deactivate)--> <Must_Be_Bought_On_Black_Market>No</Must_Be_Bought_On_Black_Market> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Encyclopedia_Text>TEXT_TOOLTIP_TARTAN_MKII</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class> <Score_Cost_Credits> 1250</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites /> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Population_Value>2</Population_Value> </SpaceUnit> <SpaceUnit Name="Tartan_Patrol_Cruiser_MKII_Death_Clone"> <Text_ID>TEXT_UNIT_TARTAN_CRUISER_MKII</Text_ID> <Space_Model_Name>EV_tartancruiser_d.ALO</Space_Model_Name> <xxxSpace_Model_Name>EV_missile_ship.ALO</xxxSpace_Model_Name> <Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die> <Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions> <Scale_Factor>.56</Scale_Factor> <Layer_Z_Adjust>-330.0</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> Now open HardPoints.xml and copy this other code: <!-- Hard points for the Tartan Cruiser MKII--> <HardPoint Name="HP_Tartan_CruiserMKII_00"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_00</Fire_Bone_A> <Fire_Bone_B>MuzzleA_00</Fire_Bone_B> <Fire_Cone_Width>65.0</Fire_Cone_Width> <Fire_Cone_Height>45.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Blue</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>6.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>12.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>15</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2300.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 13.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 7.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 2.1 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.4 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.2 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.7 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_01"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_01</Fire_Bone_A> <Fire_Bone_B>MuzzleA_02</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>175.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>6.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 15.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 9.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.6 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.9 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_02"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_03</Fire_Bone_A> <Fire_Bone_B>MuzzleA_04</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>175.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>6.0</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>7</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>2500.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 15.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 9.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 1.6 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 1.5 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 1.9 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_03"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_05</Fire_Bone_A> <Fire_Bone_B>MuzzleA_05</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>45.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</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>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 5.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 5.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 16.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> <HardPoint Name="HP_Tartan_CruiserMKII_04"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Damage_Type> Damage_Tartan_Cruiser </Damage_Type> <Fire_Bone_A>MuzzleA_06</Fire_Bone_A> <Fire_Bone_B>MuzzleA_06</Fire_Bone_B> <Fire_Cone_Width>175.0</Fire_Cone_Width> <Fire_Cone_Height>45.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Green</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>2.0</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>1000.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Fighter, 5.8 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Bomber, 5.3 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Corvette, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Frigate, 8.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Capital, 16.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance> <Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting> </HardPoint> The unit is ready... If you don't wan't to get the description and the unit name missing, open MasterTextFile and add the following strings: String name: TEXT_UNIT_TARTAN_CRUISER_MKII Text: Tartan Strike Cruiser String name: TEXT_TOOLTIP_TARTAN_MKII Text: Converted Tartan Patrol Cruiser into a heavy version. Armed with 1 heavy turbolaser near the bridge, 2 turbolasers batteries and 2 laser cannon batteries. Well suited to defeat most frigates, still weak against large capital ships, but this version can be a good target to enemy bombers. Now open StarBases.xml and add Tartan_Patrol_Cruiser_MKII in the of the Skirmish_Empire_Star_Base_# that you wish. Run your game and crush the Rebellion once and for all! ;D EDIT: I forgot to put the code of the custom projectile for the heavy turbolaser! Open Projectiles.xml and under <!-- Space Ship Projectiles USE THESE ONLY FOR SPACE UNITS!!!--> copy this: <Projectile Name="Proj_Ship_Turbolaser_Blue"> <Text_ID>TEXT_NONE</Text_ID> <Projectile_Custom_Render>2</Projectile_Custom_Render> <Projectile_Width>5</Projectile_Width> <Projectile_Length>25</Projectile_Length> <Projectile_Texture_Slot>2,0</Projectile_Texture_Slot> <Projectile_Laser_Color>104,40,180,255</Projectile_Laser_Color> <Scale_Factor>0.7</Scale_Factor> <Damage_Type> Damage_Turbolaser </Damage_Type> <Max_Speed>40.0</Max_Speed> <Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn> <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior> <Projectile_Category>Laser</Projectile_Category> <Projectile_Max_Flight_Distance>3200.0</Projectile_Max_Flight_Distance> <Projectile_Damage>25.0</Projectile_Damage> <Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage> <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage> <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage> <Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot> <Projectile_Object_Detonation_Particle> Large_Damage_Space </Projectile_Object_Detonation_Particle> <Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle> <Projectile_Ground_Detonation_Particle /> <Projectile_Lifetime_Detonation_Particle /> <Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle> <AI_Combat_Power>500</AI_Combat_Power> <Projectile_SFXEvent_Detonate> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate> <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor> </Projectile> <Projectile Name="Proj_Ship_Turbolaser_Blue_Dummy"> <Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Blue</Variant_Of_Existing_Type> <Projectile_Damage>0.0</Projectile_Damage> </Projectile> The Point Defense System doesn't work... Anyone knows why?
  24. Thanks! Sorry, but I sent the wrong GroundBuildablesSkirmish (the "workshop version" instead of the finished one). And I don't know why but FileFront isn't uploading the file! I choose the file, click upload, it finishes the upload and say to me wait the page to be redirected, but it don't redirect... ??? While I can't get the file uploaded, please, copy the code below into GroundBuildablesSkirmish.xml: <GroundBuildable Name="N_Gas_Collector_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Select_Box_Scale>200</Select_Box_Scale> <Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Behavior> TACTICAL_BUILD_OBJECTS, REVEAL, CAPTURE_POINT, HIDE_WHEN_FOGGED </Behavior> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <LandBehavior> LAND_OBSTACLE, SPACE_OBSTACLE, TERRAIN_TEXTURE_MODIFICATION </LandBehavior> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>True</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Buildable_Objects_Multiplayer> Empire, UC_Empire_Gas_Collector_Facility, Rebel, UC_Rebel_Gas_Collector_Facility, Underworld, UC_Underworld_GasCollector_Facility, </Tactical_Buildable_Objects_Multiplayer> <Affiliation>Neutral, Rebel, Empire, Underworld</Affiliation> <Capture_Point_Radius>300</Capture_Point_Radius> <Capture_Point_Transition_Time_Seconds>5.0</Capture_Point_Transition_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00 MP_TEXT_ENCYCLOPEDIA_MINING_01 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </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> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="Empire_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Empire, UC_Empire_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_EMPIRE</Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_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>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Empire_Gas_Collector_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_E </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> EHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> EHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_EMPIRE_PAD_00 </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>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="Rebel_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Rebel, UC_Rebel_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_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>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Rebel_Gas_Collector_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_R </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> RHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> RHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_REBEL_PAD_00 </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>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="Underworld_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Underworld, UC_Underworld_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Underworld</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_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>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Underwold_Gas_Collector_Facility"> <Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_U </Tactical_Buildable_Constructed> <Tech_Level>0</Tech_Level> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1500 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 25 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_E"> <Variant_Of_Existing_Type>UC_Empire_Gas_Collector_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Empire_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="E_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <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> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_R"> <Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Build_Cost_Credits>0</Build_Cost_Credits> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Rebel_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="R_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <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> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_U"> <Variant_Of_Existing_Type>UC_Underworld_Gas_Collector_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tactical_Buildable_Objects_Multiplayer> Underworld, UL_Extort_Cash_L1_Upgrade, UL_Extort_Cash_L2_Upgrade, </Tactical_Buildable_Objects_Multiplayer> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Has_Land_Evaluator>True</Has_Land_Evaluator> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Underworld_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="U_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <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> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <!--************************************************************************************************************--> <GroundBuildable Name="N_Refinery_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Select_Box_Scale>200</Select_Box_Scale> <Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Behavior> TACTICAL_BUILD_OBJECTS, REVEAL, CAPTURE_POINT, HIDE_WHEN_FOGGED </Behavior> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <LandBehavior> LAND_OBSTACLE, SPACE_OBSTACLE, TERRAIN_TEXTURE_MODIFICATION </LandBehavior> <Land_Model_Name> w_bespin_refinery.alo </Land_Model_Name> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>1.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>True</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Buildable_Objects_Multiplayer> Empire, UC_Empire_Refinery_Facility, Rebel, UC_Rebel_Refinery_Facility, Underworld, UC_Underworld_Refinery_Facility, </Tactical_Buildable_Objects_Multiplayer> <Affiliation>Neutral, Rebel, Empire, Underworld</Affiliation> <Capture_Point_Radius>150</Capture_Point_Radius> <Capture_Point_Transition_Time_Seconds>5.0</Capture_Point_Transition_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00 MP_TEXT_ENCYCLOPEDIA_MINING_01 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </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> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="Empire_Refinery_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Empire, UC_Empire_Refinery_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_EMPIRE</Text_ID> <Land_Model_Name> w_bespin_refinery.alo </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>1.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>True</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_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>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="Rebel_Refinery_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Rebel, UC_Rebel_Refinery_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> w_bespin_refinery.alo </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>1.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>True</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_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>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="Underworld_Refinery_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Underworld, UC_Underworld_Refinery_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> w_bespin_refinery.alo </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Underworld</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>1.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>True</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_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>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="Skirmish_Refinery_Facility_E"> <Variant_Of_Existing_Type>UC_Empire_Refinery_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Empire_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="E_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <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> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Refinery_Facility_R"> <Variant_Of_Existing_Type>UC_Rebel_Refinery_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Build_Cost_Credits>0</Build_Cost_Credits> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Rebel_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="R_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <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> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Refinery_Facility_U"> <Variant_Of_Existing_Type>UC_Underworld_Refinery_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tactical_Buildable_Objects_Multiplayer> Underworld, UL_Extort_Cash_L1_Upgrade, UL_Extort_Cash_L2_Upgrade, </Tactical_Buildable_Objects_Multiplayer> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Has_Land_Evaluator>True</Has_Land_Evaluator> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Underworld_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="U_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <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> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="UC_Empire_Refinery_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> w_bespin_refinery.alo </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Refinery_Facility_E </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>1.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> EHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> EHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_EMPIRE_PAD_00 </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>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="UC_Rebel_Refinery_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> w_bespin_refinery.alo </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Refinery_Facility_R </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>1.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> RHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> RHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_REBEL_PAD_00 </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>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="UC_Underwold_Refinery_Facility"> <Variant_Of_Existing_Type>UC_Rebel_Refinery_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Tactical_Buildable_Constructed> Skirmish_Refinery_Facility_U </Tactical_Buildable_Constructed> <Tech_Level>0</Tech_Level> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1500 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 25 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> </GroundBuildable> <!--************************************************************************************************************-->
  25. After working about more than 6 hours in this map, here's a beta. Bespin Refinery BETA DOWNLOAD LINK: http://files.filefront.com/Bespin_Refinery_BETAzip/;6651388;;/fileinfo.html The map has a lot of details, but I didn't like much it's layout. This is a beta, so no installation instructions (most if not all of you should know how to install), no description, and no story (I did a story, but I'm too tired now to type it). I need to sleep now, so I can only give you an screenshot taken in the ME. http://img179.imageshack.us/img179/7726/refineryfinishedtw4.jpg Please, if you download the file, post your opinion. If you found bugs (specially with the Underworlds refinery and gas collectors), please report. Uh, and if you like, please say ;D. Next version will include: - A more realistic docking bay to the Aggressor Destroyer; - If there are bugs, I'll hope I'll fix; - More details if you think they're lacking ; - And (I hope) flying Cloud Cars, TIEs, X-Wings and StarVipers as background, IF I or someone else more experient can do the IDLE ANIM... (Depending in my skills this won't be done :-[) Hope someone enjoy this beta!... Ah, and if I forgot to give credits or thanks to anyone that helped me, my apologies, I'm so tired right now and my head looks like that will BLOW...

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