<!-- Put
the name of your faction in the Name parameter -->
<!-- This is how you will reference your faction in other XML files -->
<Faction Name="Republic">
<Is_Debug_Switchable_To> Yes </Is_Debug_Switchable_To>
<!--This line determines wether this faction can be spawned in multiplayer game -->
<!-- If your creating a creep faction change this to Yes -->
<Create_Player_In_Multiplayer_Games> No </Create_Player_In_Multiplayer_Games>
<!-- This line references the string containing your faction's name -->
<!-- This is what shows up in the faction selection dropdown on the skirmish setup page -->
<Text_ID> TEXT_FACTION_REPUBLIC </Text_ID>
<!-- I'm not sure what this line is for, as I can't find
this texture anywhere. The rebel one isn't referenced anywhere either
-->
<Icon_Name> i_icon_empire.tga </Icon_Name>
<!-- This is the symbol of your faction -->
<!-- Even though the icon texture is in the dds format, you
must use the tga extension for your image. I've included this image in
the dds tutorial example files. -->
<Alternate_Icon_Name> republic_icon.tga </Alternate_Icon_Name>
<!-- The following 6 lines are also not referenced anywhere -->
<Ground_Base_Icon_Name> groundbase_icon.tga </Ground_Base_Icon_Name>
<Star_Base_Icon_Name> spacestation_icon.tga </Star_Base_Icon_Name>
<Ground_Transport_Icon_Name> trooper_icon.tga </Ground_Transport_Icon_Name>
<Fleet_Icon_Name> i_icon_fleet.tga </Fleet_Icon_Name>
<Ship_Icon_Name> g_fleet.tga </Ship_Icon_Name>
<Squadron_Icon_Name> g_squad.tga </Squadron_Icon_Name>
<!-- This is your faction color in the RGBA format-->
<!-- RGBA = Red, Green, Blue, Alpha. Most image editing
programs will tell you what the RGB value is for any color. -->
<Color> 54, 134, 242, 255 </Color>
<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
<Display_Font_Color> 24, 133, 251, 255 </Display_Font_Color>
<Big_Fleet_Color> 54, 134, 242, 150 </Big_Fleet_Color>
<Credits_Accumulation_Factor> 0.85 </Credits_Accumulation_Factor>
<Planet_Icon_Scale> 10.0 </Planet_Icon_Scale>
<Planet_Icon_Offset> 7.0, 10.0, -1.1 </Planet_Icon_Offset>
<!-- This line defines wether or not you can play as your faction. -->
<Is_Playable>true</Is_Playable>
<!-- Out of all your enemies, which is the biggest one -->
<Primary_Enemy> Rebel </Primary_Enemy>
<!-- -->
<Hyperspace_Speed_Factor>0.07</Hyperspace_Speed_Factor>
<!-- Is your faction Neutral or not -->
<Is_Neutral> No </Is_Neutral>
<!-- Which side of the force do your heroes use -->
<Force_Alignment>Light</Force_Alignment>
<Minimum_Visible_Base_Level>3</Minimum_Visible_Base_Level>
<Basic_AI>BasicEmpire</Basic_AI>
<!-- The name of your faction's superweapon -->
<Faction_Super_Weapon> Death_Star </Faction_Super_Weapon>
<!-- The name of the unit that does bombing runs -->
<Skirmish_Land_Bomber> TIE_Bomber_Bombing_Run </Skirmish_Land_Bomber>
<!-- The population limit for this faction while in space -->
<Space_Tactical_Unit_Cap>40</Space_Tactical_Unit_Cap>
<!-- -->
<Maintenance_Cost>0.25</Maintenance_Cost>
<!-- -->
<Scatters_From_Crushers> false </Scatters_From_Crushers>
<!-- The icon for your infantry unit. From MT_COMMANDBAR.MTD -->
<Infantry_Icon_Name>i_button_storm_trooper.tga</Infantry_Icon_Name>
<Vehicle_Icon_Name>i_e_vehicle.tga</Vehicle_Icon_Name>
<Carrier_Icon_Name>i_e_carrier.tga</Carrier_Icon_Name>
<Frigate_Icon_Name>i_e_frigate.tga</Frigate_Icon_Name>
<Corvette_Icon_Name>i_e_corvette.tga</Corvette_Icon_Name>
<Fighter_Icon_Name>i_button_tie_fighter.tga</Fighter_Icon_Name>
<!--The tech tree dialog for your faction. From GUIDIALOGS.RC -->
<Tech_Tree_Dialog_Name>IDD_TECH_TREE_REPUBLIC</Tech_Tree_Dialog_Name>
<!-- The Texture for the help droid. From MT_COMMANDBAR.MTD -->
<Helper_Icon_Name>i_empire_help_droid.tga</Helper_Icon_Name>
<!-- How long it takes your faction to retreat in a space battle. -->
<Space_Retreat_Countdown_Seconds> 10.99 </Space_Retreat_Countdown_Seconds>
<Space_Retreat_Pursue_Max_Speed_Mod_Factor> 3.0 </Space_Retreat_Pursue_Max_Speed_Mod_Factor>
<Space_Retreat_Units_Damaged_Mod_Factor> 4.0 </Space_Retreat_Units_Damaged_Mod_Factor>
<Space_Retreat_Flight_Increment> 500.0 </Space_Retreat_Flight_Increment>
<Space_Retreat_Unit_Increment_Wait_Frames> 1 </Space_Retreat_Unit_Increment_Wait_Frames>
<!-- The position that your units head for when retreating -->
<Space_Retreat_Off_Map_Dest_Pos> 12000.0, 12000.0, 0.0
</Space_Retreat_Off_Map_Dest_Pos> <!-- WARNING: For some
reason, non-0.0 Z crashes the game -->
<!-- The RGBA Value of the countdown text color -->
<Space_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Space_Retreat_Countdown_Color_RGBA>
<!-- The string that precedes the countdown -->
<Space_Retreat_Countdown_Text_ID> TEXT_RETREAT_SPACE_REPUBLIC_COUNTDOWN </Space_Retreat_Countdown_Text_ID>
<!-- The next 7 lines refer to sound effects that play for
the space retreat. They are quite self explanitory. -->
<!-- The SFXEvents for the retreats are in SFXEVENTSHUD.XML -->
<Space_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Space </Space_Retreat_Begin_SFXEvent>
<Space_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Space_Retreat_Cancel_SFXEvent>
<Space_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Space_Retreat_Not_Allowed_SFXEvent>
<Space_Retreat_Not_Allowed_Reason_1_SFXEvent>
EHD_Retreat_Interdictor
</Space_Retreat_Not_Allowed_Reason_1_SFXEvent> <!--
Reason 1: Gravity Well -->
<Space_Retreat_Not_Allowed_Reason_2_SFXEvent>
Unit_Retreat_Tarkin
</Space_Retreat_Not_Allowed_Reason_2_SFXEvent>
<!-- Reason 2: Friendly Hero Preventing -->
<Space_Retreat_Not_Allowed_Reason_3_SFXEvent>
</Space_Retreat_Not_Allowed_Reason_3_SFXEvent>
<!-- Reason 3: Tactical Superweaper Present -->
<Space_Surrender_SFXEvent> EHD_Retreat_Started_Space </Space_Surrender_SFXEvent>
<!-- How long it takes your faction to retreat on land -->
<Land_Retreat_Countdown_Seconds> 10.99 </Land_Retreat_Countdown_Seconds>
<Land_Retreat_Pursue_Max_Speed_Mod_Factor> 2.0 </Land_Retreat_Pursue_Max_Speed_Mod_Factor>
<Land_Retreat_Units_Damaged_Mod_Factor> 2.0 </Land_Retreat_Units_Damaged_Mod_Factor>
<!-- The RGBA Value of the countdown text color -->
<Land_Retreat_Countdown_Color_RGBA> 255, 255, 255, 255 </Land_Retreat_Countdown_Color_RGBA>
<Land_Retreat_Countdown_Text_ID> TEXT_RETREAT_LAND_REPUBLIC_COUNTDOWN </Land_Retreat_Countdown_Text_ID>
<!-- The next 7 lines refer to sound effects that play for the land retreat. They are quite self explanitory. -->
<!-- The SFXEvents for the retreats are in SFXEVENTSHUD.XML -->
<Land_Retreat_Begin_SFXEvent> EHD_Retreat_Started_Land </Land_Retreat_Begin_SFXEvent>
<Land_Retreat_Cancel_SFXEvent> EHD_Retreat_Cancelled </Land_Retreat_Cancel_SFXEvent>
<Land_Retreat_Not_Allowed_SFXEvent> EHD_Retreat_Not_Allowed </Land_Retreat_Not_Allowed_SFXEvent>
<Land_Retreat_Not_Allowed_Reason_1_SFXEvent>
</Land_Retreat_Not_Allowed_Reason_1_SFXEvent>
<!-- Reason 1: Gravity Well -->
<Land_Retreat_Not_Allowed_Reason_2_SFXEvent>
</Land_Retreat_Not_Allowed_Reason_2_SFXEvent> <!--
Reason 2: Friendly Hero Preventing -->
<Land_Retreat_Not_Allowed_Reason_3_SFXEvent>
</Land_Retreat_Not_Allowed_Reason_3_SFXEvent> <!--
Reason 3: Tactical Superweaper Present -->
<Land_Surrender_SFXEvent> EHD_Retreat_Started_Land </Land_Surrender_SFXEvent>
<!-- The next 6 lines refer to sound effects that play when
selecting reinforcements. They are quite self explanitory. -->
<!-- The SFXEvents are in SFXEVENTSHUD.XML -->
<Reinforcements_Selection_SFXEvent> EHD_Choose_Reinforcements </Reinforcements_Selection_SFXEvent>
<Reinforcements_Pick_Landing_Zone_SFXEvent> </Reinforcements_Pick_Landing_Zone_SFXEvent>
<Reinforcements_Enroute_SFXEvent> EHD_Reinforcements_En_Route </Reinforcements_Enroute_SFXEvent>
<Reinforcements_Cancelled_SFXEvent> EHD_Reinforcements_Cancelled </Reinforcements_Cancelled_SFXEvent>
<Reinforcements_Requesting_SFXEvent> EHD_Request_Assistance </Reinforcements_Requesting_SFXEvent>
<Reinforcements_Ready_SFXEvent> EHD_Reinforcements_Available </Reinforcements_Ready_SFXEvent>
<!-- The blob that shows up under your units when placing reinforcements -->
<!-- All blobs are defined in SHADOWBLOBMATERIALS.XML -->
<Reinforcements_Shadow_Blob_Material_Name>
Reinforcement_Overlay_Empire
</Reinforcements_Shadow_Blob_Material_Name>
<!-- The blob that shows up where you want to target a bombing run -->
<Bombing_Run_Shadow_Blob_Material_Name> Bombing_Run_Empire </Bombing_Run_Shadow_Blob_Material_Name>
<!-- The size of said blob -->
<Bombing_Run_Blob_Size> 100.0 </Bombing_Run_Blob_Size>
<!-- The blob that appears under selected units on land-->
<Land_Mode_Selection_Blob_Material_Name>Selection_Empire_Land</Land_Mode_Selection_Blob_Material_Name>
<!-- The blob that appears under selected units in Space -->
<Space_Mode_Selection_Blob_Material_Name>Selection_Empire_Space</Space_Mode_Selection_Blob_Material_Name>
<!-- The blob that appears under garrisoned units on land-->
<Land_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Land_Mode_Garrison_Selection_Blob_Material_Name>
<!-- The blob that appears under garrisoned units in space-->
<Space_Mode_Garrison_Selection_Blob_Material_Name>Selection_Garrison_Land</Space_Mode_Garrison_Selection_Blob_Material_Name>
<!-- The RGBA color of the selection blobs -->
<Selection_Blob_RGBA>0,255,0,255</Selection_Blob_RGBA>
<!-- How many creds you have to buy units in space -->
<Space_Skirmish_Unit_Buy_Credits> 100000 </Space_Skirmish_Unit_Buy_Credits>
<!-- The units you start with at the start of a space skirmish -->
<Space_Skirmish_AI_Default_Forces>
TIE_Fighter_Squadron, TIE_Fighter_Squadron, TIE_Fighter_Squadron
</Space_Skirmish_AI_Default_Forces>
<!-- How many creds you have to buy units on land -->
<Land_Skirmish_Unit_Buy_Credits> 50000 </Land_Skirmish_Unit_Buy_Credits>
<!-- The units you start with at the start of a land skirmish -->
<Land_Skirmish_AI_Default_Forces>
Imperial_Stormtrooper_Squad, Imperial_Stormtrooper_Squad
</Land_Skirmish_AI_Default_Forces>
<!-- Changes the ground population cap depending on how many players are playing in a game -->
<Land_Skirmish_Unit_Cap_By_Player_Count>
0,10, <!-- 0 to 1 players = 10 unit cap -->
1,10, <!-- 1 to 8 players = 10 unit cap -->
8,5, <!-- 8 and above players = 10 unit cap -->
</Land_Skirmish_Unit_Cap_By_Player_Count>
<Debug_Ground_Structures>
E_Ground_Barracks,
E_Ground_Officer_Academy,
E_Ground_Light_Vehicle_Factory
Power_Generator_E,
Communications_Array_E
</Debug_Ground_Structures>
<!-- Next 3 lines are movies that play depending on how you win, or if you lose -->.
<!-- Defined in MOVIES.XML -->
<Superweapon_Win_Movie>Empire_Win_Deathstar</Superweapon_Win_Movie>
<Generic_Win_Movie>Empire_Win_Land</Generic_Win_Movie>
<Finale_Movie>Empire_Win_Space</Finale_Movie>
<!-- Victory and defeat text for the end of the campaign-->
<Victory_Text>TEXT_EMPIRE_VICTORY</Victory_Text>
<Defeat_Text>TEXT_EMPIRE_DEFEAT</Defeat_Text>
<!-- Images for win and lose conditions -->
<Space_Win_Image>i_es_win.tga</Space_Win_Image>
<Space_Lose_Image>i_es_lose.tga</Space_Lose_Image>
<Land_Win_Image>i_el_win.tga</Land_Win_Image>
<Land_Lose_Image>i_el_lose.tga</Land_Lose_Image>
<!-- Which planet is your home planet -->
<!-- Planets are defined in PLANETS.XML -->
<Home_Planet>Coruscant</Home_Planet>
<!-- Your faction's leader -->
<Faction_Leader>Emperor_Palpatine</Faction_Leader>
<!-- Your faction leader's team -->
<Faction_Leader_Company>Emperor_Palpatine_Team</Faction_Leader_Company>
<!-- Allow special weapon firing in tactical maps that have no parent galactic mode -->
<!-- Special Weapons that can be used in space skirmishes-->
<Standalone_Space_Maps_Special_Weapon_A>
Ground_Empire_Hypervelocity_Gun
</Standalone_Space_Maps_Special_Weapon_A>
<Standalone_Space_Maps_Special_Weapon_B> </Standalone_Space_Maps_Special_Weapon_B>
<!-- Currently not used by Empire, but data is stubbed in for future use -->
<Land_Area_Effect_Range_Overlay_Material_Name>
Empire_Land_Area_Effect_Range_Overlay
</Land_Area_Effect_Range_Overlay_Material_Name> <!-- In
ShadowBlobMaterials.xml -->
<Land_Area_Effect_Range_Overlay_RGBA> 128, 255, 128, 128 </Land_Area_Effect_Range_Overlay_RGBA>
<Land_Area_Effect_Range_Overlay_Scale_Factor> 1.20
</Land_Area_Effect_Range_Overlay_Scale_Factor> <!-- Compensate
for ring ednge not being full bounds of texture size -->
<!-- Overlay ring used by Boba Fett when targeting with his
"jet pack burst" jump ability, this is the ring around Boba to show
click target terrain range -->
<Land_Ability_Targeting_Range_Overlay_Material_Name>
Empire_Land_Ability_Targeting_Range_Overlay
</Land_Ability_Targeting_Range_Overlay_Material_Name> <!--
In ShadowBlobMaterials.xml -->
<Land_Ability_Targeting_Range_Overlay_RGBA> 255, 255, 64, 128 </Land_Ability_Targeting_Range_Overlay_RGBA>
<Land_Ability_Targeting_Range_Overlay_Scale_Factor> 1.20
</Land_Ability_Targeting_Range_Overlay_Scale_Factor> <!--
Compensate for ring ednge not being full bounds of texture size -->
<!-- SFXEvents are defined in the SFXEVENTS________.XML They are pretty much self explanitory -->
<SFXEvent_GUI_Start_Campaign> GUI_Select_Empire_SFX </SFXEvent_GUI_Start_Campaign>
<SFXEvent_Slice_Success> EHD_New_Options </SFXEvent_Slice_Success>
<SFXEvent_Slice_Failure> GUI_Bad_Sound </SFXEvent_Slice_Failure>
<SFXEvent_Max_Credits_Limit_Reached> EHD_Credit_Capacity </SFXEvent_Max_Credits_Limit_Reached>
<SFXEvent_Land_Invasion_Commencing> EHD_Invasion_Commencing </SFXEvent_Land_Invasion_Commencing>
<SFXEvent_Build_Impossible_Location_Blockaded>
EHD_System_Blockaded
</SFXEvent_Build_Impossible_Location_Blockaded> <!--
In this case, enemy ships in orbit so can't build space station -->
<SFXEvent_New_Construction_Options_Available>
EHD_New_Construction
</SFXEvent_New_Construction_Options_Available> <!--
Can be Tactical or Galactic -->
<SFXEvent_Mission_Added> EHD_Mission_Updated
</SFXEvent_Mission_Added> <!-- A new mission has been added to
the holocron - the incoming transmission radar movie (and audio) is
also playing -->
<SFXEvent_Base_Shield_Absorb_Damage>
SFX_Shield_Absorb_Detonation
</SFXEvent_Base_Shield_Absorb_Damage> <!-- Tactical: When the
base shield absorbs damage, most likely by a projectile -->
<SFXEvent_Tactical_Unit_Cap_Reached> EHD_Unit_Cap_Reached
</SFXEvent_Tactical_Unit_Cap_Reached> <!-- Tactical: When you
cant drag in anymore tactical units from the reinforcement palette
-->
<SFXEvent_Arrive_From_Hyperspace> Unit_Ship_Hyperspace_Enter </SFXEvent_Arrive_From_Hyperspace>
<SFXEvent_Exit_Into_Hyperspace> Unit_Ship_Hyperspace_Exit </SFXEvent_Exit_Into_Hyperspace>
<SFXEvent_Space_Base_Under_Attack_Announcement>
EHD_Space_Station_Under_Attack
</SFXEvent_Space_Base_Under_Attack_Announcement>
<SFXEvent_Land_Base_Under_Attack_Announcement>
EHD_Base_Under_Attack
</SFXEvent_Land_Base_Under_Attack_Announcement>
<SFXEvent_Enemy_Fleet_Approaching_Planet> EHD_Enemy_Fleet</SFXEvent_Enemy_Fleet_Approaching_Planet>
<SFXEvent_Strategic_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Strategic_Pop_Cap_Reached>
<SFXEvent_Tactical_Pop_Cap_Reached> EHD_Unit_Cap_Reached </SFXEvent_Tactical_Pop_Cap_Reached>
<!-- MusicEvents are defined in MUSICEVENTS.XML -->
<!-- Once again, self-explanitory -->
<Strategic_Map_Music_Event> Galactic_Map_Empire_Music_Event </Strategic_Map_Music_Event>
<Music_Event_Battle_Load_Screen> Tactical_Battle_Loading_Loop_Event </Music_Event_Battle_Load_Screen>
<Music_Event_Tactical_Win> Empire_Win_Tactical_Event </Music_Event_Tactical_Win>
<Music_Event_Tactical_Lose> Empire_Lose_Tactical_Event </Music_Event_Tactical_Lose>
<Music_Event_Strategic_Win> Empire_Win_Strategic_Event </Music_Event_Strategic_Win>
<Music_Event_Strategic_Lose> Empire_Lose_Strategic_Event </Music_Event_Strategic_Lose>
<Music_Event_Space_Ambient_Super_Weapon> </Music_Event_Space_Ambient_Super_Weapon>
<Music_Event_Space_Battle_Super_Weapon>
Space_Map_Empire_Battle_Death_Star_Music_Event
</Music_Event_Space_Battle_Super_Weapon>
<Music_Event_Land_Ambient_Super_Weapon> </Music_Event_Land_Ambient_Super_Weapon>
<Music_Event_Land_Battle_Super_Weapon> </Music_Event_Land_Battle_Super_Weapon>
<SFX_Event_Tactical_Land_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Land_Battle_Pending>
<SFX_Event_Tactical_Space_Battle_Pending> EHD_Battle_Pending </SFX_Event_Tactical_Space_Battle_Pending>
<Music_Event_Tactical_Land_Battle_Pending>
Tactical_Battle_Loading_Loop_Event
</Music_Event_Tactical_Land_Battle_Pending>
<Music_Event_Tactical_Space_Battle_Pending>
Tactical_Battle_Loading_Loop_Event
</Music_Event_Tactical_Space_Battle_Pending>
<!-- The Ambient music eventlists are a bit different than
the other music events and require some explanation. They do not play
during battle -->
<!-- <Music_Event_List_Ambient> %TERRAIN_TYPE%, %MUSIC_EVENT_TO_PLAY% </Music_Event_List_Ambient> -->
<!-- %TERRAIN_TYPE% defines what terrain that music should
be played on. Terrain types can be found in PLANETS.XML -->
<!-- %MUSIC_EVENT_TO_PLAY% is the music event from MUSICEVENTS.XML that you want to play for that terrain type -->
<Music_Event_List_Ambient> Space, Space_Map_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<Music_Event_List_Ambient> Temperate, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<Music_Event_List_Ambient> Arctic, Ice_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<Music_Event_List_Ambient> Desert, Desert_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<Music_Event_List_Ambient> Forest, Temperate_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<Music_Event_List_Ambient> Swamp, Swamp_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<Music_Event_List_Ambient> Volcanic, Volcanic_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<Music_Event_List_Ambient> Urban, Urban_Land_Empire_Ambient_Music_Event </Music_Event_List_Ambient>
<!-- Battle Music event lists play during a battle. They follow the same structure as the Ambient event lists -->
<Music_Event_List_Battle> Space, Space_Map_Empire_Battle_Music_Event </Music_Event_List_Battle>
<Music_Event_List_Battle> Temperate, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
<Music_Event_List_Battle> Arctic, Ice_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
<Music_Event_List_Battle> Desert, Desert_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
<Music_Event_List_Battle> Forest, Temperate_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
<Music_Event_List_Battle> Swamp, Swamp_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
<Music_Event_List_Battle> Volcanic, Volcanic_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
<Music_Event_List_Battle> Urban, Urban_Land_Empire_Battle_Music_Event </Music_Event_List_Battle>
<!-- Unit type spotted SFX's follow the structure of:
<SFXEvent_Unit_Type_Spotted>%UNIT%,
%SOUND_EFFECT%</SFXEvent_Unit_Type_Spotted> -->
<!-- %UNIT% is the unit name of the unit you want to play the effect for -->
<!-- %SOUND_EFFECT% is the SFXEvent you want to play when your faction sees %UNIT% -->
<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Empire,
Unit_Announce_E_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>Emperor_Palpatine,
Unit_Announce_Emperor_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>Boba_Fett, Unit_Announce_Fett_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>Kyle_Katarn, Unit_Announce_Katarn_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>Obi_Wan_Kenobi, Unit_Announce_ObiWan_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>Generic_Field_Commander_Rebel,
Unit_Announce_R_Field_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>Han_Solo, Unit_Announce_Solo_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>Darth_Vader, Unit_Announce_Vader_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<SFXEvent_Unit_Type_Spotted>General_Veers, Unit_Announce_Veers_Storm_Trooper</SFXEvent_Unit_Type_Spotted>
<!-- This plays whenever an enemy is seen. No unit name needed -->
<SFXEvent_Enemy_Spotted> Unit_See_Enemy_Storm_Trooper </SFXEvent_Enemy_Spotted>
<!-- Speech Events are defined in SPEECHEVENTS.XML -->
<!-- Fairly Self-explanitory -->
<!-- SpeechEvent_Super_Weapon_Moving_Into_Range is for your superweapon-->
<SpeechEvent_Super_Weapon_Moving_Into_Range>
EHD_Death_Star_Begin_Approach
</SpeechEvent_Super_Weapon_Moving_Into_Range>
<SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>
EHD_Death_Star_1_Minute
</SpeechEvent_Super_Weapon_Moving_Range_60_Seconds>
<SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>
EHD_Death_Star_30_Seconds
</SpeechEvent_Super_Weapon_Moving_Range_30_Seconds>
<SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>
EHD_Death_Star_15_Seconds
</SpeechEvent_Super_Weapon_Moving_Range_15_Seconds>
<SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>
EHD_Death_Star_5_Seconds
</SpeechEvent_Super_Weapon_Moving_Range_05_Seconds>
<SpeechEvent_Super_Weapon_Moved_Into_Range>
EHD_Death_Star_Cleared
</SpeechEvent_Super_Weapon_Moved_Into_Range>
<!-- SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range is for your enemy's superweapon-->
<SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moving_Into_Range>
<SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_60_Seconds>
<SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_30_Seconds>
<SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_15_Seconds>
<SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
</SpeechEvent_Super_Weapon_Enemy_Moving_Range_05_Seconds>
<SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range> </SpeechEvent_Super_Weapon_Enemy_Moved_Into_Range>
<!-- Event to play when a local player captures or loses control of a planet -->
<SFXEvent_Planet_Gained_Control> EHD_Planet_Gained
</SFXEvent_Planet_Gained_Control> <!-- Plays anytime
control is gained -->
<SFXEvent_Planet_Lost_Control> EHD_Planet_Lost
</SFXEvent_Planet_Lost_Control> <!-- Plays only
when control is lost from other player -->
<!-- Events to play when toggling Special powers -->
<!-- <SFXEvent_GUI_Toggle_Shields_On> GUI_Toggle_Shields_On </SFXEvent_GUI_Toggle_Shields_On>
<SFXEvent_GUI_Toggle_Shields_Off> GUI_Toggle_Shields_Off </SFXEvent_GUI_Toggle_Shields_Off> -->
<!-- Power to shields -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEFEND,
GUI_Toggle_Shields_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEFEND,
GUI_Toggle_Shields_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- Interdict -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>INTERDICT,
GUI_Toggle_Grav_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>INTERDICT,
GUI_Toggle_Grav_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- BARRAGE -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- HUNT -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HUNT, GUI_Toggle_Hunt_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HUNT,
GUI_Toggle_Hunt_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- SPREAD_OUT -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>SPREAD_OUT, </SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- ABILITY_LURE -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>LURE, GUI_Toggle_Lure_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>LURE,
GUI_Toggle_Lure_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- ABILITY_ROCKET_ATTACK -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>ROCKET_ATTACK,
GUI_Toggle_Rocket_Attack_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>ROCKET_ATTACK,
GUI_Toggle_Rocket_Attack_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- HARASS -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>HARASS,
GUI_Toggle_Harass_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>HARASS,
GUI_Toggle_Harass_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- Scout -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>AVOID_DANGER,
GUI_Toggle_Scout_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,
GUI_Toggle_Scout_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- Deploy -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>DEPLOY,
GUI_Toggle_Deploy_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>DEPLOY,
GUI_Toggle_Deploy_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- Turbo -->
<SFXEvent_GUI_Toggle_Non_Hero_Ability_On>TURBO,
GUI_Toggle_Turbo_On</SFXEvent_GUI_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>TURBO,
GUI_Toggle_Turbo_Off</SFXEvent_GUI_Toggle_Non_Hero_Ability_Off>
<!-- Power to shields -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEFEND, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- Interdict -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>INTERDICT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- BARRAGE -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>BARRAGE, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- HUNT -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HUNT,</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HUNT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- SPREAD_OUT -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>SPREAD_OUT, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>SPREAD_OUT,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- ABILITY_LURE -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_LURE,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_LURE,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- ABILITY_ROCKET_ATTACK -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>ABILITY_ROCKET_ATTACK,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>ABILITY_ROCKET_ATTACK,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- HARASS -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>HARASS, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- Scout -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>AVOID_DANGER,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>AVOID_DANGER,
</SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- Deploy -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>DEPLOY, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- Turbo -->
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_On>
<SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>TURBO, </SFXEvent_GUI_Enemy_Toggle_Non_Hero_Ability_Off>
<!-- Empire Tactical Battle Audio -->
<SFXEvent_HUD_Landing_Zone_Captured>
EHD_Landing_Zone_Captured </SFXEvent_HUD_Landing_Zone_Captured>
<!-- We captured a landing soze -->
<SFXEvent_HUD_Landing_Zone_Lost> EHD_Landing_Zone_Lost
</SFXEvent_HUD_Landing_Zone_Lost>
<!-- We lost one of our landing zones -->
<SFXEvent_HUD_Last_Landing_Zone_Lost>
EHD_Last_Landing_Zone_Lost
</SFXEvent_HUD_Last_Landing_Zone_Lost>
<!-- We lost our last landing zone -->
<SFXEvent_HUD_Build_Pad_Captured> EHD_Build_Pad_Captured
</SFXEvent_HUD_Build_Pad_Captured>
<!-- We captured a build pad -->
<SFXEvent_HUD_Build_Pad_Lost> EHD_Build_Pad_Lost
</SFXEvent_HUD_Build_Pad_Lost>
<!-- We lost one of our build pads
-->
<SFXEvent_HUD_Base_Shield_Offline>
EHD_Base_Shield_Offline </SFXEvent_HUD_Base_Shield_Offline>
<!-- Our base shield just went
offline -->
<SFXEvent_HUD_Enemy_Base_Shield_Offline>
EHD_Enemy_Base_Shield_Offline
</SFXEvent_HUD_Enemy_Base_Shield_Offline> <!--
The enemies base shield just went offline -->
<SFXEvent_HUD_Base_Shield_Online> EHD_Base_Shields_Up
</SFXEvent_HUD_Base_Shield_Online>
<!-- Our base shield just went back online -->
<SFXEvent_HUD_Enemy_Base_Shield_Online>
EHD_Enemy_Base_Shields_Up
</SFXEvent_HUD_Enemy_Base_Shield_Online>
<!-- The enemies base shield just went back online -->
<SFXEvent_HUD_Base_Shield_Penetrated>
EHD_Base_Shield_Penetrated
</SFXEvent_HUD_Base_Shield_Penetrated>
<!-- Our base shield was just penetrated by the enemy -->
<SFXEvent_HUD_Enemy_Base_Shield_Penetrated>
EHD_Enemy_Base_Shield_Penetrated
</SFXEvent_HUD_Enemy_Base_Shield_Penetrated> <!-- We just
penetrated then enemies base shield -->
<SFXEvent_HUD_Won_Land_Battle> EHD_Battle_End
</SFXEvent_HUD_Won_Land_Battle>
<!-- We won the land battle -->
<SFXEvent_HUD_Lost_Land_Battle> EHD_Defeated
</SFXEvent_HUD_Lost_Land_Battle>
<!-- We lost the land battle -->
<SFXEvent_HUD_Won_Space_Battle> EHD_Battle_End
</SFXEvent_HUD_Won_Space_Battle>
<!-- We won the space battle -->
<SFXEvent_HUD_Lost_Space_Battle> EHD_Defeated
</SFXEvent_HUD_Lost_Space_Battle>
<!-- We lost the space battle -->
<SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>
EHD_Battle_End </SFXEvent_HUD_Won_Land_Battle_Enemy_TSW_Present>
<!-- We won the land battle with enemy tactical
superweapon present -->
<SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>
EHD_Defeated </SFXEvent_HUD_Lost_Land_Battle_Enemy_TSW_Present>
<!-- We lost the land battle with enemy tactical
superweapon present -->
<SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>
EHD_Battle_End </SFXEvent_HUD_Won_Space_Battle_Enemy_TSW_Present>
<!-- We won the space battle with enemy tactical
superweapon present -->
<SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>
EHD_Defeated
</SFXEvent_HUD_Lost_Space_Battle_Enemy_TSW_Present>
<!-- We lost the space battle with enemy tactical superweapon
present -->
<SFXEvent_HUD_Tactical_Victory_Near>
Unit_Near_Victory_Storm_Trooper
</SFXEvent_HUD_Tactical_Victory_Near> <!-- PLACERHOLDER FOR
FRANK --> <!-- We are outnumbering our enemy significantly and
the FOW has been pushed back to help us exterminate the opposition
-->
<SFXEvent_HUD_Repairing> EHD_Repairing
</SFXEvent_HUD_Repairing>
<!--
Repair is underway on something -->
<SFXEvent_HUD_Gravity_Control_Generator_On>
</SFXEvent_HUD_Gravity_Control_Generator_On>
<!-- The gravity control generator is
switched on from off -->
<SFXEvent_HUD_Gravity_Control_Generator_Off>
</SFXEvent_HUD_Gravity_Control_Generator_Off>
<!-- The gravity control generator is
switched off from on -->
<SFXEvent_HUD_Special_Weapon_Ready>
EHD_Hypervelocity_Available </SFXEvent_HUD_Special_Weapon_Ready>
<!-- Index 0 = Hypervelocity Gun -->
<SFXEvent_HUD_Special_Weapon_Ready>
</SFXEvent_HUD_Special_Weapon_Ready>
<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even
if stub -->
<SFXEvent_HUD_Special_Weapon_Ready>
</SFXEvent_HUD_Special_Weapon_Ready>
<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above
even if stub -->
<SFXEvent_HUD_Special_Weapon_Charging>
EHD_Hypervelocity_Charging
</SFXEvent_HUD_Special_Weapon_Charging>
<!-- Index 0 = Hypervelocity Gun -->
<SFXEvent_HUD_Special_Weapon_Charging>
</SFXEvent_HUD_Special_Weapon_Charging>
<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even
if stub -->
<SFXEvent_HUD_Special_Weapon_Charging>
</SFXEvent_HUD_Special_Weapon_Charging>
<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above
even if stub -->
<SFXEvent_HUD_Special_Weapon_Firing>
EHD_Hypervelocity_Firing </SFXEvent_HUD_Special_Weapon_Firing>
<!-- Index 0 = Hypervelocity Gun -->
<SFXEvent_HUD_Special_Weapon_Firing>
</SFXEvent_HUD_Special_Weapon_Firing>
<!-- Index 1 = Ion Cannon - If entry here, must have 1 above even
if stub -->
<SFXEvent_HUD_Special_Weapon_Firing>
</SFXEvent_HUD_Special_Weapon_Firing>
<!-- Index 2 = Magnepulse Cannon - If entry here, must have 2 above
even if stub -->
<SFXEvent_HUD_Enemy_Special_Weapon_Ready>
</SFXEvent_HUD_Enemy_Special_Weapon_Ready> <!--
Index 0 = Hypervelocity Gun -->
<SFXEvent_HUD_Enemy_Special_Weapon_Ready>
</SFXEvent_HUD_Enemy_Special_Weapon_Ready> <!--
Index 1 = Ion Cannon - If entry here, must have 1 above even if stub
-->
<SFXEvent_HUD_Enemy_Special_Weapon_Ready>
</SFXEvent_HUD_Enemy_Special_Weapon_Ready> <!--
Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if
stub -->
<SFXEvent_HUD_Enemy_Special_Weapon_Charging>
</SFXEvent_HUD_Enemy_Special_Weapon_Charging> <!-- Index 0
= Hypervelocity Gun -->
<SFXEvent_HUD_Enemy_Special_Weapon_Charging>
</SFXEvent_HUD_Enemy_Special_Weapon_Charging> <!-- Index 1
= Ion Cannon - If entry here, must have 1 above even if stub -->
<SFXEvent_HUD_Enemy_Special_Weapon_Charging>
</SFXEvent_HUD_Enemy_Special_Weapon_Charging> <!-- Index 2
= Magnepulse Cannon - If entry here, must have 2 above even if stub
-->
<SFXEvent_HUD_Enemy_Special_Weapon_Firing>
EHD_Hypervelocity_Firing
</SFXEvent_HUD_Enemy_Special_Weapon_Firing> <!--
Index 0 = Hypervelocity Gun -->
<SFXEvent_HUD_Enemy_Special_Weapon_Firing>
EHD_Ion_Cannon_Firing
</SFXEvent_HUD_Enemy_Special_Weapon_Firing> <!--
Index 1 = Ion Cannon - If entry here, must have 1 above even if stub
-->
<SFXEvent_HUD_Enemy_Special_Weapon_Firing>
</SFXEvent_HUD_Enemy_Special_Weapon_Firing> <!--
Index 2 = Magnepulse Cannon - If entry here, must have 2 above even if
stub -->
<SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
EHD_Control_Point_60_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_60_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
EHD_Control_Point_30_Seconds
</SFXEvent_HUD_Reinforcement_Point_Owned_30_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
EHD_Control_Point_15_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_15_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
EHD_Control_Point_5_Seconds</SFXEvent_HUD_Reinforcement_Point_Owned_05_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
EHD_Control_Point_60_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_60_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
EHD_Control_Point_30_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_30_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
EHD_Control_Point_15_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_15_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
EHD_Control_Point_5_Seconds
</SFXEvent_HUD_Reinforcement_Point_Ally_Owned_05_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
EHD_Enemy_Control_Point_60_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_60_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
EHD_Enemy_Control_Point_30_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_30_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
EHD_Enemy_Control_Point_15_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_15_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
EHD_Enemy_Control_Point_5_Seconds
</SFXEvent_HUD_Reinforcement_Point_Enemy_Owned_05_Seconds>
<SFXEvent_HUD_Reinforcement_Point_Contested>
EHD_Reinforcement_Contested
</SFXEvent_HUD_Reinforcement_Point_Contested>
<SFXEvent_Tactical_Lose_Friendly_Control>
Reinforcement_Point, EHD_Landing_Zone_Lost
</SFXEvent_Tactical_Lose_Friendly_Control>
<SFXEvent_Tactical_Gain_Friendly_Control>
Reinforcement_Point, EHD_Landing_Zone_Captured
</SFXEvent_Tactical_Gain_Friendly_Control>
<SFXEvent_Tactical_Lose_Enemy_Control>
Skirmish_Build_Pad, EHD_Build_Pad_Lost
</SFXEvent_Tactical_Lose_Enemy_Control>
<SFXEvent_Tactical_Gain_Enemy_Control>
Skirmish_Build_Pad, EHD_Build_Pad_Captured
</SFXEvent_Tactical_Gain_Enemy_Control>
<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Mining_Facility, EHD_Lost_Mining
</SFXEvent_Tactical_Lose_Friendly_Control>
<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Mining_Facility, EHD_Capture_Mining
</SFXEvent_Tactical_Gain_Friendly_Control>
<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Heavy_Factory_R, EHD_Lost_Heavy_Vehicle
</SFXEvent_Tactical_Lose_Friendly_Control>
<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Heavy_Factory_R, EHD_Capture_Heavy_Vehicle
</SFXEvent_Tactical_Gain_Friendly_Control>
<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Heavy_Factory_E, EHD_Lost_Heavy_Vehicle
</SFXEvent_Tactical_Lose_Friendly_Control>
<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Heavy_Factory_E, EHD_Capture_Heavy_Vehicle
</SFXEvent_Tactical_Gain_Friendly_Control>
<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Abandoned_Sensor, EHD_Lost_Sensor
</SFXEvent_Tactical_Lose_Friendly_Control>
<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Abandoned_Sensor, EHD_Capture_Sensor
</SFXEvent_Tactical_Gain_Friendly_Control>
<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Abandoned_Turbolaser_Tower, EHD_Lost_Turbo
</SFXEvent_Tactical_Lose_Friendly_Control>
<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Abandoned_Turbolaser_Tower, EHD_Capture_Turbo
</SFXEvent_Tactical_Gain_Friendly_Control>
<SFXEvent_Tactical_Lose_Friendly_Control>
Secondary_Mercenary_Outfitter, EHD_Lost_Mecenaries
</SFXEvent_Tactical_Lose_Friendly_Control>
<SFXEvent_Tactical_Gain_Friendly_Control>
Secondary_Mercenary_Outfitter, EHD_Capture_Mercenaries
</SFXEvent_Tactical_Gain_Friendly_Control>
<!-- Faction-based tactical constuction world 3D SFX - these are not HUD responses, but physical sound effects -->
<SFXEvent_Tactical_Object_Building_Started>
Structure_Buildable_Start
</SFXEvent_Tactical_Object_Building_Started> <!-- An object
is just starting construction in the world -->
<SFXEvent_Tactical_Object_Building_Loop>
Structure_Buildable_Loop
</SFXEvent_Tactical_Object_Building_Loop> <!--
An object is currently under construction (loop) in the world -->
<SFXEvent_Tactical_Object_Building_Complete>
Structure_Buildable_Stop
</SFXEvent_Tactical_Object_Building_Complete> <!-- An
object has just completed construction in the world -->
<SFXEvent_Tactical_Object_Sold> Structure_Buildable_Sold
</SFXEvent_Tactical_Object_Sold>
<!-- An object is sold in the world -->
<!-- Weather begin/end audio cues: Rain, Snow, Sandstorm, Ash -->
<!-- <SFXEvent_Weather_Begin>%WEATHER_SCENARIO%, %SOUND_TO_PLAY%</SFXEvent_Weather_Begin> -->
<!-- %WEATHER_SCENARIO% is the type of weather you want a sound to play on. Defined in WEATHERSCENARIOS.XML -->
<!-- %SOUND_TO_PLAY% is the sound you want to play when the weather type starts. -->
<SFXEvent_Weather_Begin> RAIN, Unit_Rain_Storm_Trooper </SFXEvent_Weather_Begin>
<SFXEvent_Weather_Begin> SNOW, Unit_Snowstorm_Storm_Trooper </SFXEvent_Weather_Begin>
<SFXEvent_Weather_Begin> SANDSTORM, Unit_Sandstorm_Storm_Trooper </SFXEvent_Weather_Begin>
<SFXEvent_Weather_Begin> ASH, Unit_Ashfall_Storm_Trooper </SFXEvent_Weather_Begin>
<!-- Weather_End follows the same format as Weather_Begin, but instead plays when the weather is over -->
<SFXEvent_Weather_End> RAIN, </SFXEvent_Weather_End>
<SFXEvent_Weather_End> SNOW, </SFXEvent_Weather_End>
<SFXEvent_Weather_End> SANDSTORM, </SFXEvent_Weather_End>
<SFXEvent_Weather_End> ASH, </SFXEvent_Weather_End>
<!-- Bombing runs becoming available cues -->
<SFXEvent_Bombing_Run_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Available>
<SFXEvent_Bombing_Run_Ally_Available> EHD_Bombing_Run_Available </SFXEvent_Bombing_Run_Ally_Available>
<SFXEvent_Bombing_Run_Enemy_Available> </SFXEvent_Bombing_Run_Enemy_Available>
<SFXEvent_Bombing_Run_Cancelled> EHD_Bombing_Run_Canceled </SFXEvent_Bombing_Run_Cancelled>
<SFXEvent_Bombing_Run_Begin_Crosstalk> Unit_Bomb_Land_Tie_Bomber_1 </SFXEvent_Bombing_Run_Begin_Crosstalk>
<!-- Starbase upgrading cues -->
<SFXEvent_Starbase_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Upgraded>
<SFXEvent_Starbase_Enemy_Upgraded> EHD_Enemy_Space_Station_Upgraded </SFXEvent_Starbase_Enemy_Upgraded>
<SFXEvent_Starbase_Ally_Upgraded> EHD_Space_Station_Upgraded </SFXEvent_Starbase_Ally_Upgraded>
<!-- Player taunt SFXEvents-->
<SFXEvent_Player_Taunt> Unit_Taunt_Vader </SFXEvent_Player_Taunt>
<SFXEvent_Player_Taunt> Unit_Taunt_Boba_Fett </SFXEvent_Player_Taunt>
<SFXEvent_Player_Taunt> Unit_Taunt_Emperor </SFXEvent_Player_Taunt>
<!-- Sandbox tactical battle introduction Command Bar movie -->
<!-- This is the movie that plays at the start of a battle -->
<!-- Note that the sound is not included in the movie, but rather played by the SpeechEvents below -->
<Tactical_Intro_Command_Bar_Movie_Name> Stormtrooper_Loop
</Tactical_Intro_Command_Bar_Movie_Name> <!-- PLACEHOLDER
ASSET -->
<!-- Sandbox tactical battle introduction SpeechEvents -->
<!--These are the sound clips that play with the Movie defined above. -->
<!-- Default case for land battle as attacker -->
<SpeechEvent_Tactical_Intro_Land_Attacker>GES_INTRO_LAND_ATTACK_E_0</SpeechEvent_Tactical_Intro_Land_Attacker>
<!-- Default case for land battle as defender -->
<SpeechEvent_Tactical_Intro_Land_Defender>GES_INTRO_LAND_DEFEND_E_00</SpeechEvent_Tactical_Intro_Land_Defender>
<!-- Default case for space battle as attacker -->
<SpeechEvent_Tactical_Intro_Space_Attacker>GES_INTRO_SPACE_ATTACK_E_00</SpeechEvent_Tactical_Intro_Space_Attacker>
<!-- Default case for space battle as defender -->
<SpeechEvent_Tactical_Intro_Space_Defender>GES_INTRO_SPACE_DEFEND_E_00</SpeechEvent_Tactical_Intro_Space_Defender>
<!-- Default case for land battle as defender from a raid party -->
<SpeechEvent_Tactical_Intro_Land_Raid_Defender>GES_INTRO_LAND_DEFEND_E_04
</SpeechEvent_Tactical_Intro_Land_Raid_Defender>
<!-- Default case for land battle as raider -->
<!-- Left blank, because our faction doesn't perform raids -->
<SpeechEvent_Tactical_Intro_Land_Raid_Attacker></SpeechEvent_Tactical_Intro_Land_Raid_Attacker>
<!-- Not sure what these too lines do -->
<SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>GES_INTRO_LAND_ATTACK_E_05
</SpeechEvent_Tactical_Intro_Land_Attacker_Last_Location>
<SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>GES_INTRO_LAND_DEFEND_E_05
</SpeechEvent_Tactical_Intro_Land_Defender_Last_Location>
<!--The conditional speech events below are played when selected units are or are not present. The format is:
<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>UNIT_A,
UNIT_B, UNIT_C,
SPEECH_TO_PLAY</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
The same goes for the Conditional_And tag as well-->
<!-- Note that conditionals will be evaluated in the order below, so order/priority is important -->
<!-- -->
<!-- Luke object types (4) : Luke_Skywalker, Luke_Team, Luke_XWing, Red_Squadron -->
<!-- Mon Mothma object types (2): Mon_Mothma, Mon_Mothma_Team -->
<!-- Emperor Palpatine types (2): Emperor_Palpatine, Emperor_Palpatine_Team -->
<!-- Death Star types (1): Death_star -->
<!-- -->
<!-- ...Conditional_Or: A (or) B present - and C not present -->
<!-- ...Conditional_And: A (and) B present - and C not present -->
<!-- -->
<!-- Conditionals: (A) Present, (B) Present, (C) Not Present -->
<!-- A or B present and C not present -->
<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
Death_Star, None, None, GES_INTRO_SPACE_DEFEND_E_05
</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
<!-- Just Death Star present -->
<!-- A or B present and C not present-->
<SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
Emperor_Palpatine, None, None, GES_INTRO_SPACE_DEFEND_E_04
</SpeechEvent_Tactical_Intro_Space_Defender_Conditional_Or>
<!-- Just Emperor Palpatine present -->
<!-- A or B present and C not present -->
<SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>
Death_Star, None, None, GES_INTRO_SPACE_ATTACK_E_04
</SpeechEvent_Tactical_Intro_Space_Attacker_Conditional_Or>
<!-- Just Death Star present -->
<!-- A or B present and C not present-->
<SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>
Emperor_Palpatine, None, None, GES_INTRO_LAND_DEFEND_E_05
</SpeechEvent_Tactical_Intro_Land_Defender_Conditional_Or>
<!-- Just Emperor Palpatine present -->
<!-- A or B present and C not present-->
<SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or>
Mon_Mothma, None, None, GES_INTRO_LAND_ATTACK_E_04
</SpeechEvent_Tactical_Intro_Land_Attacker_Conditional_Or>
<!-- Just Mon Mothma present -->
<!-- End Sandbox tactical battle introduction SpeechEvents -->
<!-- These are the text hints the droid advisor sometimes
displays. Each entry is seperated by a comma. Defined in
MasterTextFile_ENGLISH.dat -->
<!-- Galactic Advisor Hints are displayed on the galactic map -->
<Galactic_Advisor_Hints>
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_01,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_02,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_03,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_04,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_05,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_06,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_07,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_08,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_09,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_10,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_11,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_12,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_13,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_14,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_15,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_16,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_17,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_18,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_19,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_20,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_21,
TEXT_DROID_ADVISOR_EMPIRE_GALACTIC_24
</Galactic_Advisor_Hints>
<!-- Space Advisor Hints are displayed in a space tactical battle -->
<Space_Advisor_Hints>
TEXT_DROID_ADVISOR_EMPIRE_SPACE_01,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_02,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_03,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_04,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_05,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_06,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_07,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_08,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_09,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_10,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_11,
TEXT_DROID_ADVISOR_EMPIRE_SPACE_13
</Space_Advisor_Hints>
<!-- Land Advisor Hints are displayed in a land tactical battle -->
<Land_Advisor_Hints>
TEXT_DROID_ADVISOR_EMPIRE_LAND_00,
TEXT_DROID_ADVISOR_EMPIRE_LAND_01,
TEXT_DROID_ADVISOR_EMPIRE_LAND_02,
TEXT_DROID_ADVISOR_EMPIRE_LAND_03,
TEXT_DROID_ADVISOR_EMPIRE_LAND_04,
TEXT_DROID_ADVISOR_EMPIRE_LAND_05,
TEXT_DROID_ADVISOR_EMPIRE_LAND_06,
TEXT_DROID_ADVISOR_EMPIRE_LAND_07,
TEXT_DROID_ADVISOR_EMPIRE_LAND_08,
TEXT_DROID_ADVISOR_EMPIRE_LAND_09,
TEXT_DROID_ADVISOR_EMPIRE_LAND_10,
TEXT_DROID_ADVISOR_EMPIRE_LAND_11,
TEXT_DROID_ADVISOR_LAND_12,
TEXT_DROID_ADVISOR_LAND_13,
TEXT_DROID_ADVISOR_LAND_14
</Land_Advisor_Hints>
<!-- What factions is your faction allied with -->
<Allies>Imperial</Allies>
<!-- What factions is your faction enemies with -->
<Enemies>Rebel, Pirates, Hutts, Mon_Calamari, Bothan, Hostile, Ewok, Target, Sarlacc</Enemies>
<!-- Can your faction take control of a planet. true or false -->
<Can_Control_Planets>true</Can_Control_Planets>
<Garrison_Reinforcement_Delay_Seconds>20.0</Garrison_Reinforcement_Delay_Seconds>
<Multiplayer_Beacon_Type>E_Multiplayer_Beacon</Multiplayer_Beacon_Type>
<Default_Transmission_Message>TEXT_ENCYCLOPEDIA_HOLOCRON_UPDATED</Default_Transmission_Message>
<!-- Sound FX to play when the Droid Advisor sends you a message -->
<SFXEvent_HUD_Advisor_Message>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Message>
<!-- Sound FX to play when the Droid Advisor sends you an urgent message -->
<SFXEvent_HUD_Advisor_Urgent>GUI_R2_Urgent_Hint_SFX</SFXEvent_HUD_Advisor_Urgent>
<!-- Sound FX to play when the Droid Advisor sends you a hint -->
<SFXEvent_HUD_Advisor_Hint>GUI_Droid_Hint_SFX</SFXEvent_HUD_Advisor_Hint>
<!--Put the names of any heroes you want to be in your faction -->
<!--Separate them with a comma -->
<Multiplayer_Campaign_Heroes>
Grand_Moff_Tarkin_Team,
Emperor_Palpatine_Team,
Boba_Fett_Team,
General_Veers_Team,
Accuser_Star_Destroyer,
Darth_Team
</Multiplayer_Campaign_Heroes>
</Faction>
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