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And while I have gotten pretty good at basic modding of XML files I have yet to try my hand at coding a new unit. My first idea was to copy the standard Mon Cal cruiser that is already buildable and replce its model and relevant data to fit the the Home One type and then rename it to the MC80a_Cruiser. What I have zero experiance in is editing TXT files to add into the game files and I am sure there is a ton of details im missing trying to do it this way.
<Text_ID>TEXT_UNIT_MC80A_CRUISER</Text_ID>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> Acclamator_Assault_Ship Tartan_Patrol_Cruiser Broadside_Class_Cruiser </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
<Is_Named_Hero>No</Is_Named_Hero>
<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
<Mass>0.995</Mass>
<Scale_Factor>1</Scale_Factor>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
<Ranking_In_Category>3</Ranking_In_Category>
<Select_Box_Scale>860</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<GUI_Bracket_Width>500</GUI_Bracket_Width>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Max_Thrust>0.2</Max_Thrust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Space_Full_Stop_Command>yes</Space_Full_Stop_Command>
<OverrideAcceleration> .1 </OverrideAcceleration>
<OverrideDeceleration> .1 </OverrideDeceleration>
<Layer_Z_Adjust> -290 </Layer_Z_Adjust>
<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
<Death_Clone>Damage_Normal, Home_One_Death_Clone</Death_Clone>
<Damage>80</Damage>
<Autoresolve_Health>3100</Autoresolve_Health>
<Shield_Points>2500</Shield_Points>
<Tactical_Health>8100</Tactical_Health>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>900</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>4000</Slice_Cost_Credits>
<Tech_Level>3</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 />
<Required_Planets>MonCalimari, Sullust</Required_Planets>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>5</Formation_Priority>
<Is_Bomber>no</Is_Bomber>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
<!--<Political_Control>1</Political_Control>-->
<Political_Faction>Rebel</Political_Faction>
<Squadron_Capacity>50</Squadron_Capacity>
<Transport_Capacity>30</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<AI_Combat_Power>6000</AI_Combat_Power>
<Size_Value>360</Size_Value>
<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 6</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, ION_STUN_EFFECT, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<HardPoints>
HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR, HP_HomeOne_Fighter_Bay
</HardPoints>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Victory_Relevant>yes</Victory_Relevant>
<Score_Cost_Credits> 55000 </Score_Cost_Credits>
<Encyclopedia_Text> TEXT_TOOLTIP_MC80A_CRUISER </Encyclopedia_Text>
<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>
<SFXEvent_Engine_Idle_Loop> Unit_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Population_Value>4</Population_Value>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>5300</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>38</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_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>DEFEND</Type>
<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>
<Recharge_Seconds>40</Recharge_Seconds>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<Is_Named_Hero>No</Is_Named_Hero>
<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>
<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<CategoryMask> Capital | AntiFrigate </CategoryMask>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
</SpaceUnit>
<SpaceUnit Name="MC80a_Cruiser_Death_Clone">
<Text_ID> TEXT_UNIT_HOME_ONE </Text_ID>
<Space_Model_Name> RV_HOMEONE_D.ALO </Space_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 1 </Scale_Factor>
<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
<Max_Speed> 0.25 </Max_Speed>
<Max_Rate_Of_Turn> 0.3 </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> capital_ship </Ship_Class>
<Glory_Cinematics> CAM_HomeOne_Die.tec </Glory_Cinematics>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
Anyone up to proof reading this? I have been staring at it too long. Im pretty sure I have crossed all my I and dotted all my Ts
1) Is_Named_Hero - if it's "no" just delete that tag (It shows up twice)
2) Ranking_In_Category - 3 is hero specific, set to 5 to match other capital ships (this tag is for SFX priority and maybe a few other things)
3) Death_Clone - I saw you made a specific one for the unit but it's not referenced (still home_one_death_clone instead of MC80a_Cruiser_Death_Clone)
4) Jumping to the death clone itself, Text_ID doesn't match the unit (is Home_One instead of TEXT_UNIT_MC80A_CRUISER)
5) You're missing 3 very important build tags for GC:
*These values pulled from the Mon Calamari Cruiser*
a) <Build_Cost_Credits>4000</Build_Cost_Credits>
b) <Build_Time_Seconds>90</Build_Time_Seconds>
c) <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
6) If you want to make the unit sound like the Mon Calamari Cruiser, you can copy the entire SFX block from its xml and replace yours (you're missing a few tags like the build sfx and hardpoint specific sfx)
7) If you want the ship to show up later in the GC, you may want to set the tech_level to 4 (same tech level as MC30) (Also as a note, rebel tech levels range from 0 to 4, not 1 to 5)
Some things are a bit nit-picky, but this should cover everything to get your unit working.
add <Build_Tab_Space_Units>, copy over the SFX data from the Mon Calamari cruiser, and maybe change the tech level.
You can delete the death clone entirely and simply use the Home One death clone. The difference in text files won't matter since it is a death clone and isn't selectable. Another minor detail to note is that you may want to find .TGA file to use for the icon.
<SpaceUnit Name="MC80a_Cruiser">
<Text_ID>TEXT_UNIT_MC80A_CRUISER</Text_ID>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> Acclamator_Assault_Ship Tartan_Patrol_Cruiser Broadside_Class_Cruiser </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber </Encyclopedia_Vulnerable_To>
<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
<Mass>0.995</Mass>
<Scale_Factor>1</Scale_Factor>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
<Ranking_In_Category>5</Ranking_In_Category>
<Select_Box_Scale>860</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<GUI_Bracket_Width>500</GUI_Bracket_Width>
<GUI_Bracket_Height>500</GUI_Bracket_Height>
<GUI_Bracket_Size>2</GUI_Bracket_Size>
<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Max_Speed>1.5</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Max_Thrust>0.2</Max_Thrust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1.5</Hyperspace_Speed>
<Space_Full_Stop_Command>yes</Space_Full_Stop_Command>
<OverrideAcceleration> .1 </OverrideAcceleration>
<OverrideDeceleration> .1 </OverrideDeceleration>
<Layer_Z_Adjust> -290 </Layer_Z_Adjust>
<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
<Death_Clone>Damage_Normal, MC80a_Cruiser_Death_Clone</Death_Clone>
<Damage>80</Damage>
<Autoresolve_Health>3100</Autoresolve_Health>
<Shield_Points>2500</Shield_Points>
<Tactical_Health>8100</Tactical_Health>
<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
<Energy_Capacity>10000</Energy_Capacity>
<Energy_Refresh_Rate>900</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>4000</Slice_Cost_Credits>
<Tech_Level>3</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 />
<Required_Planets>MonCalimari, Sullust</Required_Planets>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>5</Formation_Priority>
<Is_Bomber>no</Is_Bomber>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
<Political_Faction>Rebel</Political_Faction>
<Squadron_Capacity>50</Squadron_Capacity>
<Build_Cost_Credits>4250</Build_Cost_Credits>
<Transport_Capacity>30</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<AI_Combat_Power>6000</AI_Combat_Power>
<Build_Time_Seconds>100</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>360</Size_Value>
<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 6</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>A_Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>A_Wing_Squadron, 2</Reserve_Spawned_Units_Tech_0>
<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, SPAWN_SQUADRON, ION_STUN_EFFECT, NEBULA </SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
<HardPoints>
HP_HomeOne_Shield_Generator, HP_HomeOne_Engines, HP_HomeOne_TBL_BL, HP_HomeOne_TBL_BR, HP_HomeOne_TBL_FL, HP_HomeOne_TBL_FR, HP_HomeOne_IC_BL, HP_HomeOne_IC_BR, HP_HomeOne_IC_FL, HP_HomeOne_IC_FR, HP_HomeOne_Fighter_Bay
</HardPoints>
<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
<GUI_Model_Name>RV_moncalcruiser.ALO</GUI_Model_Name>
<GUI_Distance>1650</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>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<Victory_Relevant>yes</Victory_Relevant>
<Score_Cost_Credits> 55000 </Score_Cost_Credits>
<Encyclopedia_Text> TEXT_TOOLTIP_MC80A_CRUISER TEXT_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS </Encyclopedia_Text>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Calamari</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Calamari</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Calamari</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Calamari</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Calamari</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Calamari</SFXEvent_Guard>
<SFXEvent_Stop>Unit_Stop_Calamari</SFXEvent_Stop>
<SFXEvent_Barrage>Unit_Barrage_Calamari</SFXEvent_Barrage>
<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Calamari </SFXEvent_Move_Into_Asteroid_Field>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Calamari </SFXEvent_Move_Into_Nebula>
<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Calamari </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Calamari </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Calamari </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Calamari </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Calamari </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Calamari </SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Calamari </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, Unit_Lost_Ion_Calamari </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Calamari </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Calamari </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_Calamari_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
<SFXEvent_Engine_Moving_Loop> Unit_Calamari_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Calamari_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Population_Value>4</Population_Value>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>5000</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>8</Build_Limit_Current_Per_Player>
<Build_Limit_Lifetime_For_All_Allies>0</Build_Limit_Lifetime_For_All_Allies>
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>DEFEND</Type>
<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>
<Recharge_Seconds>40</Recharge_Seconds>
<Expiration_Seconds>15</Expiration_Seconds>
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Calamari</SFXEvent_GUI_Unit_Ability_Activated>
</Unit_Ability>
</Unit_Abilities_Data>
<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>
<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<CategoryMask> Capital | AntiFrigate </CategoryMask>
<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
</SpaceUnit>
<SpaceUnit Name="MC80a_Cruiser_Death_Clone">
<Text_ID> TEXT_UNIT_MC80A_CRUISER </Text_ID>
<Space_Model_Name> RV_HOMEONE_D.ALO </Space_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 1 </Scale_Factor>
<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
<Max_Speed> 0.25 </Max_Speed>
<Max_Rate_Of_Turn> 0.3 </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> capital_ship </Ship_Class>
<Glory_Cinematics> CAM_HomeOne_Die.tec </Glory_Cinematics>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
Ahhh Skirmish starbases come at the end of the Starbase file. Thanks for the info.