Hey leute hab da mal ne frage über Star Wars EAW.
Ich will paar Turbolaserbatterien mehr auf mein MC80 Kreuzer, wie schaffe ich das?
XML Datei sieht so aus:
<?xml version="1.0" ?>
<Data>
<SpaceUnit Name="MC80_LibertyType">
<Text_ID>UEAW_UNIT_MC80_LIBERTYTYPE</Text_ID>
<Encyclopedia_Text> UEAW_TOOLTIP_MC80_LIBERTYTYPE UEAW_TEXT_EMPTYLINE UEAW_TOOLTIP_REQUIRED_PLANETS_CAPITAL_SHIPS</Encyclopedia_Text>
<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_CAPITAL </Encyclopedia_Unit_Class>
<Encyclopedia_Good_Against> Victory_Destroyer Acclamator_Assault_Ship Interceptor4_Frigate </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> TIE_Bomber Skipray_Blastboat </Encyclopedia_Vulnerable_To>
<GUI_Row> 1 </GUI_Row>
<Space_Model_Name>RV_MONCALCRUISER.ALO</Space_Model_Name>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Mass>0.995</Mass>
<Scale_Factor>1</Scale_Factor>
<Damage>60</Damage>
<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>
<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
<Ranking_In_Category>5</Ranking_In_Category>
<Max_Speed>2.6</Max_Speed>
<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
<MovementClass> Space </MovementClass>
<Space_Layer> Capital </Space_Layer>
<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
<OverrideAcceleration> .02 </OverrideAcceleration>
<OverrideDeceleration> .02 </OverrideDeceleration>
<Armor_Type> Armor_Calamari_Cruiser </Armor_Type>
<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
<Max_Rate_Of_Roll>0.9</Max_Rate_Of_Roll>
<Bank_Turn_Angle>25</Bank_Turn_Angle>
<Max_Thrust>2.6</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>10</Hyperspace_Speed>
<Maintenance_Cost>0.3</Maintenance_Cost>
<Death_Clone>Damage_Normal, MC80_LibertyType_Death_Clone</Death_Clone>
<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>2000</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>2</Required_Star_Base_Level>
<Required_Special_Structures />
<Required_Planets />
<Autoresolve_Health>2500</Autoresolve_Health>
<Tactical_Health>8500</Tactical_Health>
<Shield_Points>6000</Shield_Points>
<Shield_Refresh_Rate>500</Shield_Refresh_Rate>
<Energy_Capacity>8000</Energy_Capacity>
<Energy_Refresh_Rate>8000</Energy_Refresh_Rate>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>5</Formation_Priority>
<Political_Faction>Rebel</Political_Faction>
<Squadron_Capacity>40</Squadron_Capacity>
<Build_Cost_Credits>40</Build_Cost_Credits>
<Piracy_Value_Credits>250</Piracy_Value_Credits>
<AI_Combat_Power>4250</AI_Combat_Power>
<Build_Time_Seconds>1</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>360</Size_Value>
<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON </SpaceBehavior>
<!-- Set to spawn all units once and then not continue - no reserves -->
<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 4</Starting_Spawned_Units_Tech_0>
<Starting_Spawned_Units_Tech_0>B-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,200</Reserve_Spawned_Units_Tech_0>
<Reserve_Spawned_Units_Tech_0>B-Wing_Squadron, 100</Reserve_Spawned_Units_Tech_0>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>5000.0</Targeting_Max_Attack_Distance>
<CategoryMask> Capital | AntiFrigate </CategoryMask>
<HardPoints>
HP_Calamari_Cruiser_Fighter_Bay,
HP_Calamari_Cruiser_Weapon_FL,
HP_Calamari_Cruiser_Weapon_FR,
HP_Calamari_Cruiser_Weapon_BL,
HP_Calamari_Cruiser_Weapon_BR,
HP_Calamari_Cruiser_Weapon_ML,
HP_Calamari_Cruiser_Weapon_MR,
HP_Calamari_Cruiser_Engines
</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>
<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_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_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>
<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>
<Radar_Icon_Name>i_radar_capital_ship.tga</Radar_Icon_Name>
<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>Capital</Targeting_Priority_Set>
<Tactical_Bribe_Cost>3000</Tactical_Bribe_Cost>
<!-- 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>
<Supports_Autofire>True</Supports_Autofire>
</Unit_Ability>
</Unit_Abilities_Data>
<Score_Cost_Credits> 42500 </Score_Cost_Credits>
<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>4500</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>30</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>
<Lua_Script>ObjectScript_PowerToShields</Lua_Script>
</SpaceUnit>
<SpaceUnit Name="MC80_LibertyType_Death_Clone">
<Text_ID> UEAW_UNIT_MC80_LIBERTYTYPE </Text_ID>
<Space_Model_Name>RV_MONCALCRUISER_D.ALO</Space_Model_Name>
<Death_SFXEvent_Start_Die> Unit_Calamari_Death_SFX </Death_SFXEvent_Start_Die>
<Scale_Factor> 1.0 </Scale_Factor>
<Layer_Z_Adjust> -290.0 </Layer_Z_Adjust>
<Max_Speed> 2.6 </Max_Speed>
<Max_Rate_Of_Turn> 0.7 </Max_Rate_Of_Turn>
<Max_Thrust> 2.6 </Max_Thrust>
<Max_Rate_Of_Roll> 0.9 </Max_Rate_Of_Roll>
<Bank_Turn_Angle> 5 </Bank_Turn_Angle>
<Affiliation> Rebel </Affiliation>
<Ship_Class> capital_ship </Ship_Class>
<Glory_Cinematics> CAM_Calamari_Cruiser_Die.tec </Glory_Cinematics>
<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>
</Data>