<SpaceUnit Name="BC-304">
<Text_ID>TEXT_UNIT_304</Text_ID>
<Encyclopedia_Good_Against></Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To></Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>BC-304.ALO</Space_Model_Name>
<Select_Box_Scale>1000</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Mass>0.9995</Mass>
<Scale_Factor>0.38</Scale_Factor>
<Moniker>Alliance_Assault_Frigate.txt</Moniker>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
<Ranking_In_Category>6</Ranking_In_Category>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Max_Speed>4.6</Max_Speed>
<Max_Rate_Of_Turn>0.9</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer>Frigate</Space_Layer>
<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>30</Bank_Turn_Angle>
<OverrideAcceleration> .05 </OverrideAcceleration>
<OverrideDeceleration> .05 </OverrideDeceleration>
<Max_Thrust>1.5</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Maintenance_Cost>0.2</Maintenance_Cost>
<Armor_Type> Armor_Assault_Frigate </Armor_Type>
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Damage>40</Damage>
<Autoresolve_Health>3500</Autoresolve_Health>
<Shield_Points>1000</Shield_Points>
<Tactical_Health>3000</Tactical_Health>
<Shield_Refresh_Rate>63</Shield_Refresh_Rate>
<Energy_Capacity>3000</Energy_Capacity>
<Energy_Refresh_Rate>500</Energy_Refresh_Rate>
<Affiliation>Rebel</Affiliation>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1400</Slice_Cost_Credits>
<Tech_Level>2</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>3</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Ship_Class>frigate</Ship_Class>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>12</Squadron_Capacity>
<Transport_Capacity>12</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>2500</Build_Cost_Credits>
<Piracy_Value_Credits>50</Piracy_Value_Credits>
<AI_Combat_Power>2500</AI_Combat_Power>
<Build_Time_Seconds>45</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>8</Size_Value>
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Death_Leave_Hulk_Behind> No </Death_Leave_Hulk_Behind>
<Death_Clone>Damage_Normal, BC-304_Death_Clone</Death_Clone>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>Delta4_Squadron, 2</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<!--Currently no reserves -->
<Reserve_Spawned_Units_Tech_0>Delta4_Squadron, 4</Reserve_Spawned_Units_Tech_0><Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<HardPoints>
HP_Rail_1,
HP_Rail_2,
HP_Rail_3,
HP_Rail_4,
HP_Rail_5,
HP_Rail_6,
HP_Rail_7,
HP_Rail_8,
HP_Rail_9,
HP_Rail_10,
HP_Rail_11,
HP_Rail_12,
HP_Tube_Nuke_Blau,
HP_Tube_Nuke_Rot,
HP_Tube_Anti_Jager,
HP_304_Hangar_1,
HP_304_Hangar_2,
HP_304_Shield_Generator,
HP_BC-304_Antrieb
</HardPoints>
<CategoryMask> Frigate | AntiCorvette</CategoryMask>
<Icon_Name>i_button_304.tga</Icon_Name>
<GUI_Model_Name>BC-304.ALO</GUI_Model_Name>
<GUI_Distance>200</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>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Assault_Frigate</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Assault_Frigate</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Assault_Frigate</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Assault_Frigate</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Assault_Frigate</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Assault_Frigate</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Assault_Frigate</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Assault_Frigate</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Assault_Frigate </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Assault_Frigate </SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Bombard_Select_Target> RHD_Bombard_Select_Target </SFXEvent_Bombard_Select_Target>
<SFXEvent_Bombard_Incoming> RHD_Bombard_Incoming </SFXEvent_Bombard_Incoming>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Assault_Frigate </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Assault_Frigate </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Assault_Frigate </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Assault_Frigate </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Assault_Frigate </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Assault_Frigate </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Assault_Frigate </SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Assault_Frigate </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Assault_Frigate </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Assault_Frigate </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Engine_Idle_Loop> Unit_Nebulon_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Nebulon_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Nebulon_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Guard_Chase_Range>550.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>1000.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
<Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>DEFEND</Type>
<Expiration_Seconds>15</Expiration_Seconds>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.10f</Mod_Multiplier>
<!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>true</Supports_Autofire>
</Unit_Ability>
<Unit_Ability>
<Type>TURBO</Type>
<Expiration_Seconds>20</Expiration_Seconds>
<Recharge_Seconds>40</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.0f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 2.5f</Mod_Multiplier>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated/>
</Unit_Ability>
</Unit_Abilities_Data>
<Encyclopedia_Text> TEXT_TOOLTIP_304</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FRIGATE </Encyclopedia_Unit_Class>
<Score_Cost_Credits> 2500</Score_Cost_Credits>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>3000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>23</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>3</Population_Value>
<Lua_Script>ObjectScript_PowerToShields</Lua_Script>
</SpaceUnit>