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This tutorial will show you the basics and explain ship XML files. All of these tags are needed to make a functioning ship in Empire at War and Forces of Corruption.
Green text signifies out of context comments that are simply there for explanation purpose.
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<?xml version="1.0"?>
<Kedalbe_Battleship_Data> <SpaceUnit Name="Kedalbe_Battleship"> *XML SpaceUnit Name. used to reference this ship in other XML files.* <Text_ID>TEXT_UNIT_KEDALBE_BATTLESHIP</Text_ID>
<Encyclopedia_Good_Against> Victory_Destroyer Alliance_Assault_Frigate </Encyclopedia_Good_Against> *Used for the tooltip when higlighting a ship in game to tell the player what ships are weak against the Keldabe. You must use XML SpaceUnit Name in this tag.*
<Encyclopedia_Vulnerable_To> TIE_Defender B-Wing </Encyclopedia_Vulnerable_To> *Same as above, only for ships strong against the keldabe*
<Encyclopedia_Text> TEXT_TOOLTIP_KEDALBE_BATTLESHIP</Encyclopedia_Text> *More tooltip information. This is used for general info. This is a string defined in the DAT file*
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class> *More tooltip information. This is used for general info. This is a string defined in the DAT file*
<Icon_Name>i_button_UV_Keldabe.tga</Icon_Name> *A TGA picture stored in the MT_Commandbar file or in the Art/Textures directory*
<GUI_Row> 1 </GUI_Row> *Used for GC icon placement. This is either a 1 or 0. 0 is for bottom row, 1 is for top row*
<Space_Model_Name>UV_KedalbeBattleship.alo</Space_Model_Name> *The .ALO model used for the ship*
<Select_Box_Scale>890</Select_Box_Scale> *Scales the size of the selection circle around the ship in-game*
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust> *Adjusts the height of the selection circle*
<Mass>0.995</Mass> *This tag has no know use. ignore it.*
<Scale_Factor>1</Scale_Factor> *changes the size of the model. Can only use positive numbers. values less than 1 will make it smaller*
<Size_Value>360</Size_Value> *This tag has no know use. ignore it.*
<No_Colorization_Color> 255, 0, 0, 255 </No_Colorization_Color> *Changes the default non-team color of the ship. Values are Red, Green, Blue, Alpha. Alpha should always be 255.*
<Custom_Hard_XExtent> 300.0 </Custom_Hard_XExtent> *Overrides collision on the X axis. Smaller values means smaller collision*
<Custom_Hard_YExtent> 300.0 </Custom_Hard_YExtent> *Overrides collision on the Y axis. Smaller values means smaller collision*
<Max_Rate_Of_Turn>0.8</Max_Rate_Of_Turn> *How fast the ship turns*
<Max_Rate_Of_Roll>0.3</Max_Rate_Of_Roll> *If the ship rolls when turning, this determines how fast it rolls*
<Bank_Turn_Angle>65</Bank_Turn_Angle> *Maximum degree of rolling. Max is 180*
<Max_Speed>4.0</Max_Speed> *The speed*
<Max_Thrust>0.2</Max_Thrust> *Thrust of the ship. How well it decelerates and accelerates.*
<Hyperspace>Yes</Hyperspace> *GC boolean for if the ship can yperspace for retreat*
<Hyperspace_Speed>1</Hyperspace_Speed> *Speed of the sypwerspace window*
<Maintenance_Cost>0.3</Maintenance_Cost> *Cost of haviong the ship on the map*
<MovementClass> Space </MovementClass> *Tells the game this is a space ship*
<Space_Layer> Frigate </Space_Layer> *Tells the game which layer this ship should move in. Layers are fighter, frigate, and Capital*
<Ship_Class>Capital</Ship_Class> *Classification of the ship. Used to tell the game what kind of ship it is. Used for damage modifier calculating*
<Layer_Z_Adjust>200</Layer_Z_Adjust> *Adjusts the height of the ship*
<OverrideAcceleration> 0.06 </OverrideAcceleration> *Acceleration override. Has higher priority than <Max_Thrust>*
<OverrideDeceleration> 0.06 </OverrideDeceleration> *Deceleration override. Has higher priority than <Max_Thrust>*
<Build_Initially_Locked>Yes</Build_Initially_Locked> *GC Boolean to tell the game if the ship is locked from being built by default*
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> *Slicers are GC units that can unlock ships*
<Tech_Level>1</Tech_Level> *GC value. used to tell the game at which GC tech level this ship is unlocked at*
<Required_Star_Base_Level>1</Required_Star_Base_Level> *Same as above but for Starbase level*
<Required_Planets></Required_Planets> *Which planet is needed to build this ship. No planet listed means the ship can be built at every planet and no planet is needed to unlock it*
<Affiliation>Underworld</Affiliation> *Which faction this ship is affiliated with. This is required for Skirmish and GC. This must be the faction that owns the ship*
<Required_Timeline>0</Required_Timeline> **
<Required_Ground_Base_Level>0</Required_Ground_Base_Level> *GC Value. Same as Starbase above*
<Required_Special_Structures /> *GC value. Tells the game which special structures are needed to build this ship*
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units> *GC boolean. Tells the game this ship is built in space*
<Armor_Type> Armor_Underworld_Capital </Armor_Type> *Used for damage modifying.*
<Shield_Armor_Type>Shield_Underworld_Capital</Shield_Armor_Type> *Same as above*
<Autoresolve_Health>8000</Autoresolve_Health> *GC value. Used for auto-resolve*
<Tactical_Health>8000</Tactical_Health> *Used to tell the game how much health this ship has*
<Shield_Points>5000</Shield_Points> *Same as above, but for shields*
<Shield_Refresh_Rate>60</Shield_Refresh_Rate> *How fast the ship recharges shields*
<Energy_Capacity>99999</Energy_Capacity> *Maximum energy*
<Energy_Refresh_Rate>800</Energy_Refresh_Rate> *same as shields but for energy*
<Damage>60</Damage> *Redundant value, overridden by hardpoints and projectiles. Commonly used by fighters, but every ship has this tag it seems*
<AI_Combat_Power>4250</AI_Combat_Power> *Tells the AI how powerful this ship is. Factored into AI Logic*
<Formation_Priority>5</Formation_Priority> *Ship battle formation. AI logic telling the game how the ship should be postioned. Lower numbers signify priority*
<Squadron_Capacity>40</Squadron_Capacity> *usually a fighter squad value. Redundant on this ship. Tells the game the maximum number of squads that can be selected at a time.*
<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior> *Tells the game bow the ship acts in general*
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior> *Tells the game how the ship acts in space*
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> *I do not really know what this does. Just keep it set to yes*
<Death_Explosions>Large_Explosion_Space</Death_Explosions> *Particle system generated when the ship explodes*
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles> *Damage done to this ship when hit by asteroids*
<Death_Clone>Damage_Normal, Big_Explosion_Death</Death_Clone> *The death model generated upon death*
<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range> *How far the ship can see*
<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance> *How far the ship can shoot and aquire targets*
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier> *Multiplier for nebulas*
<HardPoints> HP_KEDALBE_LEFT_TURBO_00,
HP_KEDALBE_LEFT_TURBO_01,
HP_KEDALBE_RIGHT_TURBO_00,
HP_KEDALBE_RIGHT_TURBO_01,
HP_KEDALBE_LEFT_ION_00,
HP_KEDALBE_RIGHT_ION_00,
HP_KEDALBE_CENTER_TOP_TURBO,
HP_KEDALBE_CENTER_BOTTOM_TURBO,
HP_KEDALBE_MASS_DRIVER_FRONT,
HP_KEDALBE_MASS_DRIVER_BACK,
HP_KEDALBE_SHIELD_LEECH_00,
HP_KEDALBE_ENGINES_00,
HP_KEDALBE_ENGINES_01
</HardPoints> *Hardpoints defined in Hardpoints.XML*
*The following is just sound effects. Very straight forward and self explanatory*
<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_Kadalbe</SFXEvent_Build_Complete>
<SFXEvent_Ambient_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Ambient_Loop>
<SFXEvent_Select>Unit_Select_Kadalbe</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Kadalbe</SFXEvent_Move>
<SFXEvent_Fleet_Move>Unit_Fleet_Move_Kadalbe</SFXEvent_Fleet_Move>
<SFXEvent_Attack>Unit_Attack_Kadalbe</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Kadalbe</SFXEvent_Guard>
<SFXEvent_Barrage>Unit_Barrage_Kadalbe</SFXEvent_Barrage>
<SFXEvent_Move_Into_Nebula> Unit_Nebula_Kadalbe </SFXEvent_Move_Into_Nebula>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Kadalbe </SFXEvent_Attack_Hardpoint>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Kadalbe </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_Kadalbe </SFXEvent_Hardpoint_Destroyed>
<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Kadalbe </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>
<CategoryMask> Capital | AntiFrigate </CategoryMask> *Tells the game which category this shipis in. Used for upgrades*
<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command> *This ship can use the full stop command*
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> *If yes, this ship can be seen on radar even if covered by fog of war*
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land> *makes the radar icon bigger for values bigger than 1. 1.0 is default*
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space> *Same as above but for space units*
<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
<Guard_Chase_Range>1000.0</Guard_Chase_Range> *How far this ship will chase an enemy when on guard duty*
<Idle_Chase_Range>0.0</Idle_Chase_Range> *If the ship is idle, it will chase a ship this far*
<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range> *This ship will respond to an attack if the attacker is this close*
<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> *I do not really know...*
<Targeting_Priority_Set>Capital</Targeting_Priority_Set> *Targets Capital ships before anything else. if there are no capital ships nearby, it will target the first ship it sees automatically*
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged> *This means the ship can be seen under fog of war on the gameboard*
<Multisample_FOW_Check>Yes</Multisample_FOW_Check> *Beats the hell out of me. I ignore this tag.*
<Ranking_In_Category>5</Ranking_In_Category>
<Score_Cost_Credits> 42500 </Score_Cost_Credits>
<Victory_Relevant>yes</Victory_Relevant> *This ship has to die to win/lose*
<Has_Space_Evaluator>True</Has_Space_Evaluator> *I dunno*
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Population_Value>6</Population_Value>
<Tactical_Build_Cost_Multiplayer>4800</Tactical_Build_Cost_Multiplayer> *Used for skirmish*
<Tactical_Build_Time_Seconds>28</Tactical_Build_Time_Seconds> *Used for skirmish*
<Tactical_Build_Prerequisites /> *Used for skirmish...needed units/buildings before this can be built.*
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> **This either places the build counter in the upgrades or tactical queue
<Build_Limit_Current_Per_Player>2</Build_Limit_Current_Per_Player> *Maximum of this ship that can be built at a time*
<Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies> *Maximum of this ship that can be built per game. -1 = infinite*
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability> <Type>LEECH_SHIELDS</Type>
<Recharge_Seconds>20.0</Recharge_Seconds> *TIme needed to recharge the ability*
<GUI_Activated_Ability_Name> Kadalbe_Leech_Shields </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
<Effective_Radius> 500.0 </Effective_Radius> *How far the ability reaches*
<SFXEvent_GUI_Unit_Ability_Activated>Unit_Leech_Sheilds_Kadalbe</SFXEvent_GUI_Unit_Ability_Activated>
<SFXEvent_Target_Ability> Unit_Leech_Sheilds_Kadalbe </SFXEvent_Target_Ability>
<SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Abilities SubObjectList="Yes"> <Leech_Shields_Ability Name="Kadalbe_Leech_Shields"> <Activation_Style> User_Input </Activation_Style>
<Applicable_Unit_Categories> Corvette | Frigate | Capital | Super | SpaceHero</Applicable_Unit_Categories> *Which category of ship this ability works on*
<Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types>
<Activation_Min_Range>10</Activation_Min_Range> *Minimum range at which is needed for this to work*
<Activation_Max_Range>2500</Activation_Max_Range> *Max range*
<Duration_In_Secs> 40.0 </Duration_In_Secs> *How long it lasts*
<Shield_Damage_Per_Second> 150.0 </Shield_Damage_Per_Second> *How much shield damage is done per second*
<Damage_Multiplier> 4.5 </Damage_Multiplier> *How much this amplified the damage done by the ship USING this ability*
<Beam_Color>34, 34, 235, 255</Beam_Color> *Red, green, Blue, Alpha*
<Beam_Bone_Name>HP_SHL_00_BONE</Beam_Bone_Name> *the location of the turret on the ALO file. If unsure, use ROOT. Every ship has the root bone*
<Beam_Frames>10</Beam_Frames>
<Beam_Width>40.0</Beam_Width>
<Beam_Texture_Name>tractor_beam00.tga</Beam_Texture_Name>
<Beam_Effect_Name>Leech_Shields</Beam_Effect_Name>
<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
<Leech_Effect>Leech_Effect</Leech_Effect>
</Leech_Shields_Ability>
</Abilities>
<Abilities SubObjectList="Yes"> <Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
<Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade -->
<Activation_Style>Take_Damage</Activation_Style>
<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
<Redirect_Chance>0.0</Redirect_Chance>
<Block_Chance>0.30</Block_Chance>
<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
<!-- We can block/redirect shots from the following units types: -->
<Applicable_Unit_Categories>Fighter | Bomber | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
</Redirect_Blaster_Ability>
</Abilities>
</SpaceUnit>
<SpaceUnit Name="Unity_Kedalbe_Battleship"> <Variant_Of_Existing_Type>Kedalbe_Battleship</Variant_Of_Existing_Type> *Special tag used to create minor variants of the ship*
<Affiliation>Unity</Affiliation>
</SpaceUnit>
</Kedalbe_Battleship_Data>
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