Mod umfunktionieren

  • marcus123
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12 May 2014 17:28 #65275 by marcus123
Mod umfunktionieren was created by marcus123
hi ich frage mal haus hoch rein :) ob jemand so freundlich wäre mir zu helfen diese moddaten um zu ändern das sie funktionieren weil bei der x-303m sind keine waffen genauso wie bei der bc-305 und die bc-306 lässt sich nicht spwanen genauso wie das doofe antikerschiff. wäre nett wenn mir jemand helfen würde hier die daten

<!-- Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri Tauri -->

<!-- Antiker Kriegsschiff -->
<UniqueUnit Name="Ancient Battleship">
<Text_ID>TEXT_UNIT_EARTH_ANCIENTBATTLESHIP</Text_ID>
<Encyclopedia_Good_Against> Victory_Destroyer Star_Destroyer WhraitHive </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber Star_Destroyer WhraitHive </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>Aurora.alo</Space_Model_Name>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<Select_Box_Scale>100</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<Scale_Factor>3.9</Scale_Factor>
<Ranking_In_Category>6</Ranking_In_Category>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Max_Speed>2.25</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Layer_Z_Adjust>-300.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>6</Bank_Turn_Angle>
<OverrideAcceleration> .025 </OverrideAcceleration>
<OverrideDeceleration> .025 </OverrideDeceleration>
<Max_Thrust>0.15</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.5</Hyperspace_Speed>
<Maintenance_Cost>0.1</Maintenance_Cost>
<Armor_Type> Armor_Missile_Cruiser </Armor_Type>
<Shield_Armor_Type>Shield_SSD</Shield_Armor_Type>
<Damage>1000</Damage>
<Autoresolve_Health>9500</Autoresolve_Health>
<Shield_Points>90000</Shield_Points>
<Tactical_Health>11500</Tactical_Health>
<Shield_Refresh_Rate>9000</Shield_Refresh_Rate>
<Energy_Capacity>30000</Energy_Capacity>
<Energy_Refresh_Rate>1000</Energy_Refresh_Rate>
<Affiliation>Rebel</Affiliation>
<Tech_Level>2</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>2</Required_Star_Base_Level>
<Required_Special_Structures>Tauri_GE_Forschung_A05</Required_Special_Structures>
<Required_Planets>Asuras,Earth,PegasusAtlantis</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>10</Squadron_Capacity>
<Transport_Capacity>10</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>80</Build_Cost_Credits>
<AI_Combat_Power>8000</AI_Combat_Power>
<Build_Time_Seconds>5</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>200</Size_Value>
<Behavior>DUMMY_STARSHIP, BARAGE, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>7</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 8</Reserve_Spawned_Units_Tech_0>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Death_Clone>Damage_Normal, Lorne_Death_Clone</Death_Clone>
<Space_FOW_Reveal_Range>2700.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<HardPoints>
HP_Lorne_LaserA_1,
HP_Lorne_LaserA_2,
HP_Lorne_LaserA_3,
HP_Lorne_LaserA_4,
HP_Lorne_LaserA_5,
HP_Lorne_LaserA_6,
HP_Lorne_LaserA_7,
HP_Lorne_LaserA_8,
HP_Lorne_LaserA_9,
HP_Lorne_LaserB_1,
HP_Lorne_LaserB_2,
HP_Lorne_LaserB_3,
HP_Lorne_LaserB_4,
HP_Lorne_LaserB_5,
HP_Lorne_LaserB_6,
HP_Lorne_LaserB_7,
HP_Lorne_LaserB_8,
HP_Lorne_Tank_1,
HP_Lorne_Tank_2,
HP_Lorne_Tank_3,
HP_Lorne_Tank_4,
HP_Lorne_Hangar,
HP_Lorne_Shield,
HP_Lorne_Antrieb
</HardPoints>
<CategoryMask> Capital | SpaceHero | AntiFrigate | AntiCapital </CategoryMask>
<Icon_Name>I_BUTTON_AURORA.tga</Icon_Name>
<GUI_Model_Name>Aurora.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>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_asuran</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Antikerkriegsschiff_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

<SFXEvent_Select>Unit_Select_asuran</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_asuran</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_asuran</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_asuran</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_asuran</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_asuran</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_asuran</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_asuran </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_asuran </SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_asuran </SFXEvent_Health_Low_Warning>

<SFXEvent_Engine_Idle_Loop> Unit_Antikerkriegsschiff_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Antikerkriegsschiff_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Antikerkriegsschiff_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<Death_SFXEvent_Start_Die>Unit_Calamari_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_Size>0.078 0.078</Radar_Icon_Size>
<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<Guard_Chase_Range>1000.0</Guard_Chase_Range>
<Idle_Chase_Range>0.0</Idle_Chase_Range>
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
<Targeting_Priority_Set>SpaceArtillery</Targeting_Priority_Set>
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>DEFEND</Type>
<Expiration_Seconds>15</Expiration_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 3.0f</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, 5.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Recharge_Seconds>45</Recharge_Seconds>
<Expiration_Seconds>15</Expiration_Seconds>

<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Oberoth</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated />
</Unit_Ability>
</Unit_Abilities_Data>

<Encyclopedia_Text>TEXT_TOOLTIP_EARTH_ANCIENTBATTLESHIP TEXT_TOOLTIP_EARTH_ANCIENTBATTLESHIP_1</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL2 </Encyclopedia_Unit_Class>
<Score_Cost_Credits> 1800</Score_Cost_Credits>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>9000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>70</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites/>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>200</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_For_All_Allies>10</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>12</Population_Value>
<Lua_Script>ObjectScript_PowerToShields</Lua_Script>
</UniqueUnit>

<UniqueUnit Name="Lorne_Death_Clone">
<Text_ID> TEXT_UNIT_LORNE </Text_ID>
<Space_Model_Name>Aurora_D.ALO</Space_Model_Name>
<xxxSpace_Model_Name>Aurora_D_die_00.ALO</xxxSpace_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 3.9 </Scale_Factor>
<Layer_Z_Adjust> -300.0 </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> Asuraner,Humans </Affiliation>
<Ship_Class> Frigate </Ship_Class>
<Glory_Cinematics> CAM_Calamari_Cruiser_Die.tec </Glory_Cinematics>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Remove_Upon_Death>true</Remove_Upon_Death>
</UniqueUnit>



<!-- BC306 -->
<SpaceUnit Name="BC-306">
<Text_ID>TEXT_UNIT_BC306</Text_ID>
<Encyclopedia_Good_Against> Victory_Destroyer Star_Destroyer Replikator_Schlachtschiff </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Star_Destroyer Replikator_Schlachtschiff Ori_Schlachtschiff </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>BC-304.ALO</Space_Model_Name>
<Select_Box_Scale>400</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Mass>1</Mass>
<Scale_Factor>0.77</Scale_Factor>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

<Ranking_In_Category>7</Ranking_In_Category>
<Max_Speed>2.0</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Layer_Z_Adjust>-100.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<OverrideAcceleration> .05 </OverrideAcceleration>
<OverrideDeceleration> .05 </OverrideDeceleration>

<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Armor_Type> Armor_Corellian_Corvette </Armor_Type>
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Max_Thrust>0.5</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.5</Hyperspace_Speed>
<Maintenance_Cost>0.05</Maintenance_Cost>

<Death_Clone>Damage_Normal, Corellian_Gunboat_Death_Clone</Death_Clone>
<Affiliation>Rebel</Affiliation>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1600</Slice_Cost_Credits>
<Tech_Level>4</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures>Ground_Tauri_Werft</Required_Special_Structures>
<Required_Planets>Erath</Required_Planets>
<Shield_Points>10000</Shield_Points>
<Tactical_Health>10000</Tactical_Health>
<Shield_Refresh_Rate>100</Shield_Refresh_Rate>
<Energy_Capacity>9000</Energy_Capacity>
<Energy_Refresh_Rate>1000</Energy_Refresh_Rate>
<Damage>1000</Damage>
<Autoresolve_Health>3000</Autoresolve_Health>
<Ship_Class>Capital</Ship_Class>
<Formation_Priority>3</Formation_Priority>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>16</Squadron_Capacity>
<Transport_Capacity>16</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>30</Build_Cost_Credits>
<AI_Combat_Power>42000</AI_Combat_Power>
<Build_Time_Seconds>3</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>120</Size_Value>
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior> SIMPLE_SPACE_LOCOMOTOR, ABILITY_COUNTDOWN, REVEAL, TARGETING, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron_1, 2</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron_1, 10</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 10</Reserve_Spawned_Units_Tech_0>
<Space_FOW_Reveal_Range>2100.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<CategoryMask> Corvette | AntiCorvette </CategoryMask>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>

<HardPoints>
HP_BC306_Drone_1,
HP_BC306_Drone_2,
HP_BC306_Drone_3
HP_BC306_Superlaser_1,
HP_BC306_Superlaser_2,
HP_BC306_Superlaser_3,
HP_BC306_Superlaser_4,
HP_BC306_Superlaser_5,
HP_BC306_Superlaser_6,
HP_BC306_Laser_1,
HP_BC306_Laser_2,
HP_BC306_Laser_3,
HP_BC306_Laser_4,
HP_BC306_Laser_5,
HP_BC306_Laser_6,
HP_BC306_Hangar1,
HP_BC306_Hangar2,
HP_BC306_Antrieb,
HP_BC306_Shield
</HardPoints>

<Icon_Name>I_BUTTON_BC304.tga</Icon_Name>
<GUI_Model_Name>BC-304.ALO</GUI_Model_Name>
<GUI_Distance>500</GUI_Distance>
<GUI_Offset>0 1 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_Gunboat</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_BC304_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_BC304</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_BC304</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_BC304</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_BC304</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_BC304</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_BC304</SFXEvent_Stop>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_BC304 </SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_BC304 </SFXEvent_Health_Low_Warning>

<SFXEvent_Engine_Idle_Loop> Unit_BC304_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_BC304_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_BC304_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Radar_Icon_Name>I_RADAR_BC304.tga</Radar_Icon_Name>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<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>DEFEND</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 15.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, .005f</Mod_Multiplier>
- <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, .005f</Mod_Multiplier>
- <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 4.5f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Forschungsschiff</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>

</Unit_Ability>
<!-- Secondary ability -->
<Unit_Ability>
<Type>WEAKEN_ENEMY</Type>
<Recharge_Seconds>45</Recharge_Seconds>
<Owner_Particle_Bone_Name>SendeanlageHP</Owner_Particle_Bone_Name>
- <!-- This is the radius within which we can "drop" the projectile (targeting radius) -->
- <!-- The actual radius of ability is in projectile XML -->
<Effective_Radius>3500.0</Effective_Radius>
<Spawned_Object_Type>Deadalus_Nuke_Beam</Spawned_Object_Type>
<Bomb_Countdown_Seconds>2.5</Bomb_Countdown_Seconds>
<SFXEvent_Target_Ability>Unit_Beam_Daedalus</SFXEvent_Target_Ability>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Beam_Daedalus</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated />
- <!-- Area effect decal size depends on "Antills_Weaken_Enemy_Effect" -->
<Area_Effect_Decal_Distance>500</Area_Effect_Decal_Distance>
<Layer_Z_Adjust>-150.0</Layer_Z_Adjust>
</Unit_Ability>



</Unit_Abilities_Data>

<Encyclopedia_Text>TEXT_TOOLTIP_BC306 TEXT_TOOLTIP_BC306_1 TEXT_TOOLTIP_BC306_2 TEXT_TOOLTIP_BC306_3</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Score_Cost_Credits> 1350</Score_Cost_Credits>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>6000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>60</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>RS_ASGARD_UPGRADE_L2_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>60</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>10</Population_Value>
</SpaceUnit>

<!-- BC305 -->
<SpaceUnit Name="BC-305">
<Text_ID>TEXT_UNIT_BC305</Text_ID>
<Encyclopedia_Good_Against> Victory_Destroyer Star_Destroyer Replikator_Schlachtschiff </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Star_Destroyer Replikator_Schlachtschiff Ori_Schlachtschiff </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>BC-304.ALO</Space_Model_Name>
<Select_Box_Scale>400</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Mass>1</Mass>
<Scale_Factor>0.57</Scale_Factor>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

<Ranking_In_Category>7</Ranking_In_Category>
<Max_Speed>2.7</Max_Speed>
<Max_Rate_Of_Turn>0.8</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> Frigate </Space_Layer>
<Layer_Z_Adjust>-100.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<OverrideAcceleration> .05 </OverrideAcceleration>
<OverrideDeceleration> .05 </OverrideDeceleration>

<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Armor_Type> Armor_Acclamator </Armor_Type>
<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
<Max_Thrust>0.6</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.5</Hyperspace_Speed>
<Maintenance_Cost>0.05</Maintenance_Cost>

<Death_Clone>Damage_Normal, Corellian_Gunboat_Death_Clone</Death_Clone>
<Affiliation>Rebel</Affiliation>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>1600</Slice_Cost_Credits>
<Tech_Level>4</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures>Ground_Tauri_Werft</Required_Special_Structures>
<Required_Planets />
<Shield_Points>60000</Shield_Points>
<Tactical_Health>6000</Tactical_Health>
<Shield_Refresh_Rate>1000</Shield_Refresh_Rate>
<Energy_Capacity>4000</Energy_Capacity>
<Energy_Refresh_Rate>600</Energy_Refresh_Rate>
<Damage>600</Damage>
<Autoresolve_Health>4000</Autoresolve_Health>
<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>16</Squadron_Capacity>
<Transport_Capacity>16</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>20</Build_Cost_Credits>
<AI_Combat_Power>42000</AI_Combat_Power>
<Build_Time_Seconds>1</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>120</Size_Value>
<Behavior>DUMMY_Starship, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior> SIMPLE_SPACE_LOCOMOTOR, ABILITY_COUNTDOWN, REVEAL, TARGETING, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron_1, 1</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron_1, 10</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 5</Reserve_Spawned_Units_Tech_0>
<Space_FOW_Reveal_Range>2100.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>1500.0</Targeting_Max_Attack_Distance>
<CategoryMask> Corvette | AntiCorvette </CategoryMask>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>

<HardPoints>
HP_BC305_Superlaser_1,
HP_BC305_Superlaser_2,
HP_BC305_Superlaser_3,
HP_BC305_Laser_1,
HP_BC305_Laser_2,
HP_BC305_Laser_3,
HP_BC305_Laser_4,
HP_BC305_Laser_5,
HP_BC305_Laser_6,
HP_BC305_Railguns_1,
HP_BC305_Railguns_2,
HP_BC305_Railguns_3,
HP_BC305_Railguns_4,
HP_BC305_Railguns_5,
HP_BC305_Railguns_6,
HP_BC305_Hangar1,
HP_BC305_Hangar2,
HP_BC305_Antrieb,
HP_BC305_Shield
</HardPoints>

<Icon_Name>I_BUTTON_BC304.tga</Icon_Name>
<GUI_Model_Name>BC-304.ALO</GUI_Model_Name>
<GUI_Distance>500</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_Gunboat</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_BC304_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_BC304</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_BC304</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_BC304</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_BC304</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_BC304</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_BC304</SFXEvent_Stop>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_BC304 </SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_BC304 </SFXEvent_Health_Low_Warning>

<SFXEvent_Engine_Idle_Loop> Unit_BC304_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_BC304_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_BC304_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<Radar_Icon_Name>I_RADAR_BC304.tga</Radar_Icon_Name>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<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>DEFEND</Type>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 10.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER, 0.0075</Mod_Multiplier>
- <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER, 0.0075f</Mod_Multiplier>
- <!-- make it faster to recharge -->
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 4.5f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Forschungsschiff</SFXEvent_GUI_Unit_Ability_Activated>
<Supports_Autofire>True</Supports_Autofire>

</Unit_Ability>



</Unit_Abilities_Data>

<Encyclopedia_Text>TEXT_TOOLTIP_BC305 TEXT_TOOLTIP_BC305_1 TEXT_TOOLTIP_BC305_2 TEXT_TOOLTIP_BC305_3</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CAPITAL</Encyclopedia_Unit_Class>
<Score_Cost_Credits> 1350</Score_Cost_Credits>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>6000</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>60</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites>RS_ASGARD_UPGRADE_L2_Upgrade</Tactical_Build_Prerequisites>
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<Build_Limit_Current_Per_Player>80</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>6</Population_Value>
</SpaceUnit>

<!-- X-303M -->
<SpaceUnit Name="X-303M">
<Text_ID>TEXT_UNIT_X-303M</Text_ID>
<Encyclopedia_Good_Against> TIE_Fighter Teltakbomber AnubisGleiter_Squadron </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber Tartan_Patrol_Cruiser Acclamator_Assault_Ship </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>x-303.ALO</Space_Model_Name>
<Select_Box_Scale>225</Select_Box_Scale>
<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
<Mass>0.995</Mass>
<Scale_Factor>0.30</Scale_Factor>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

<Ranking_In_Category>7</Ranking_In_Category>
<Max_Speed>3.5</Max_Speed>
<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> Corvette </Space_Layer>
<Layer_Z_Adjust>0.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>20</Bank_Turn_Angle>
<OverrideAcceleration> .07 </OverrideAcceleration>
<OverrideDeceleration> .07 </OverrideDeceleration>

<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
<Armor_Type> Armor_Corellian_Corvette </Armor_Type>
<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
<Max_Thrust>1.0</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>0.5</Hyperspace_Speed>
<Maintenance_Cost>0.05</Maintenance_Cost>
<Max_Lift>0.0</Max_Lift>
<Death_Clone>Damage_Normal, Corellian_Corvette_Death_Clone</Death_Clone>
<Affiliation>Rebel</Affiliation>
<Build_Initially_Locked>No</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>3</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>Ground_Tauri_Werft</Required_Special_Structures>
<Required_Planets />
<Autoresolve_Health>750</Autoresolve_Health>
<Damage>200</Damage>
<Shield_Points>2500</Shield_Points>
<Tactical_Health>2500</Tactical_Health>
<Shield_Refresh_Rate>25</Shield_Refresh_Rate>
<Energy_Capacity>1500</Energy_Capacity>
<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
<Ship_Class>corvette</Ship_Class>
<FormationPriority>3</FormationPriority>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Political_Control>0</Political_Control>
<Squadron_Capacity>2</Squadron_Capacity>
<Transport_Capacity>3</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>10</Build_Cost_Credits>
<Slice_Cost_Credits>775</Slice_Cost_Credits>
<AI_Combat_Power>2500</AI_Combat_Power>
<Build_Time_Seconds>3</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>120</Size_Value>
<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
<SpaceBehavior> ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, SPAWN_SQUADRON, SELECTABLE, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron_1, 1</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron_1, 3</Reserve_Spawned_Units_Tech_0>
<Space_FOW_Reveal_Range>1900.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
<CategoryMask> Corvette | AntiFighter | AntiBomber </CategoryMask>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>

<HardPoints>
HP_X303M_Laser_1,
HP_X303M_Laser_2,
HP_X303M_Missilse_1,
HP_X303M_Missilse_2,
HP_X303M_Missilse_3,
HP_X303M_Missilse_4,
HP_X303M_Laser_3,
HP_X303M_Laser_4,
HP_X303M_Antrieb,
HP_X303M_Schield,
HP_X303M_Hangar
</HardPoints>

<Icon_Name>I_BUTTON_X303.tga</Icon_Name>
<GUI_Model_Name>x-303.ALO</GUI_Model_Name>
<GUI_Distance>400</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_Fire>Unit_Rebel_Ship_Railgun_Fire</SFXEvent_Fire>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Corvette</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_X303_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_X303</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_X303</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_X303</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_X303</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_X303</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_X303</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_X303</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_X303 </SFXEvent_Move_Into_Nebula>
<SFXEvent_Health_Low_Warning> Unit_Health_Low_X303 </SFXEvent_Health_Low_Warning>

<SFXEvent_Engine_Idle_Loop> Unit_X303_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_X303_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_X303_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Size>0.03 0.03</Radar_Icon_Size>
<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
<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>TURBO</Type>

<Expiration_Seconds>20</Expiration_Seconds>
<Recharge_Seconds>60</Recharge_Seconds>
<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 2.0f</Mod_Multiplier>
<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0.0f</Mod_Multiplier>
<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1.0f</Mod_Multiplier>
<Mod_Multiplier>SPEED_MULTIPLIER, 1.8f</Mod_Multiplier>

<SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_X303</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_GUI_Unit_Ability_Deactivated />
</Unit_Ability>

</Unit_Abilities_Data>

<Encyclopedia_Text>TEXT_TOOLTIP_X-303M TEXT_TOOLTIP_X-303M_1 TEXT_TOOLTIP_X-303M_2</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE1</Encyclopedia_Unit_Class>
<Score_Cost_Credits> 1250</Score_Cost_Credits>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>1500</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>75</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>2</Population_Value>
</SpaceUnit>

<SpaceUnit Name="Corellian_Corvette_Death_Clone">
<Text_ID>TEXT_UNIT_CORELLIAN_CORVETTE</Text_ID>
<Space_Model_Name>X303_D.ALO</Space_Model_Name>
<xxxSpace_Model_Name>X303_D_die_00.ALO</xxxSpace_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Scale_Factor>0.38</Scale_Factor>
<Layer_Z_Adjust>0.0</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>Rebel</Affiliation>
<Ship_Class>corvette</Ship_Class>
<Death_Persistence_Duration>0</Death_Persistence_Duration>
<Remove_Upon_Death>true</Remove_Upon_Death>

</SpaceUnit>

</SpaceUnitsSilvertaildk>
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12 May 2014 18:28 #65280 by Imperial
Replied by Imperial on topic Mod umfunktionieren
Oh mann, alle paar tage kommt jemand vorbei, macht sich schnell nen Account und fragt wie man Antikerschiffe baubar machen kann..

www.stargate-eaw.de/index.php/de/compone...ar-machen?Itemid=315
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12 May 2014 18:46 #65282 by Locutus
Replied by Locutus on topic Mod umfunktionieren
Wenn du, TPC-like, für die Schiffe eine neue Datei angelegt hast, musst du dran denken, diese in der GameObjectFiles.xml und der HardpointDataFiles.xml einzutragen;)
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